Definitions
- Biofeedback:
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A sensing and response system that sources physiologic human data (typically using sensors on- or off-body) mapped to selectable content (typically digital) as feedback to self-inform participants of their input consciously, subconsciously, or subliminally. Often used in treatments to teach patients to modify specific physiologic functions.
- Gamification:
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Application of game elements within a typically nongame context. Contextually, in this case [re]habilitation, healthcare, and interactive performance art, targeting participant motivation, immersion/engagement, and playfully rewarding positive experiences offering inclusive well-being. (Regaining skills, abilities, or knowledge that may have been lost or compromised as well as helping disabled people attain, keep, or improve skills and functioning for daily living – in line with the...
References
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Brooks, A.L.: SoundScapes: The Evolution of a Concept, Apparatus and Method where Ludic Engagement in Virtual Interactive Space is a Supplemental Tool for Therapeutic Motivation. (PhD) Institut for Arkitektur og Medieteknologi. Aalborg University, Denmark (AD:MT, Vol. 57) (2011)
Brooks, A.L.: An HCI approach in contemporary healthcare and (Re)habilitation. In: Norman, K., Kirakowski, J. (eds.) The Wiley Handbook of Human Computer Interaction, vol. 2, pp. 923–943. Wiley, New York (2018)
Brooks A.L., Petersson, E.: Recursive reflection and learning in raw data video analysis of interactive ‘play’ environments for special needs health care. In: Proceedings, IEEE HEALTHCOM 2005, Enterprise networking and Computing in Healthcare Industry, Busan (2005)
Brooks, A.L., Sorensen, C.D.: Communication method and apparatus. US Patent 6893407 (2005)
Eber, D.E.: The creative process and the making of a virtual environment work of art. Marilyn Zurmuehlen Work. Pap. Art Educ. 14(30), 159–163 (1997)
Grau, O.: Virtual Art: From Illusion to Immersion. MIT Press, Cambridge (2003)
Hagedorn, D.K., Holm, E.: Effects of traditional physical training and visual computer feedback training in frail elderly patients. A randomized intervention study. Eur. J. Phys. Rehabil. Med. 46(2), 159–168 (2010)
Tolstoy, L.: What is Art? (Translated by Richard Pevear and Larissa Volokhonsky). Penguin, London (1995 [1897])
Notes
The figures (5 – 14) are from the author’s own archive from employment. All efforts to get permission have not been responded upon and it is understood that the company was closed shortly following the author’s departure and copyright ownership is not listed for these images. Acknowledgement made in this chapter for the authors of the images created under the company Personics who do not name or credit authorship.
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Brooks, A.L. (2018). Computer Graphics, Video Games, and Gamification Impacting (Re)Habilitation, Healthcare, and Inclusive Well-Being. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_256-1
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DOI: https://doi.org/10.1007/978-3-319-08234-9_256-1
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