Collaborative Gaming to Enhance Patient Performance During Virtual Therapy
We present a collaborative training game, based on a novel task where the participants are virtually but dynamically coupled and require collective actions for successful task completion. This can be considered a new type of interpersonal interaction which both increases player motivation during training (compared to single-player participation) and also intrinsically balances the skill levels of the two partners without the need for an additional procedure. This is achieved by a temporary averaging, during collaboration, of the individual performance’s which leads to a more balanced playing field and challenge point being set for both partners.
- 3.K.O. Andrade et al., Relative performance analysis for robot rehabilitation procedure with two simultaneous users, in Proceedings of IEEE International Conference on Biomedical Robotics and Biomechatronics (BioRob) (2012)Google Scholar
- 5.M. Mace et al., Comparison of flexible and rigid hand-grip control during a feed-forward visual tracking task, in Proceedings of IEEE International Conference on Rehabilitation Robotics (ICORR) (2015)Google Scholar
- 6.P. Rinne et al., Get a grip: Improving accessibility of everyday mobile technologies for patient-directed, arm-rehabilitation in stroke. J. Neurol. (under review) (2016)Google Scholar