Skip to main content

A Web Platform of Serious Games for Cognitive Rehabilitation: Architecture and Usability Study

  • Conference paper
  • First Online:
New Advances in Information Systems and Technologies

Abstract

In recent years Serious Games have gained a new importance, very driven by the proliferation of video games and its application in diverse areas. Cognitive rehabilitation is a major area where Serious Games can assume a relevant role. Traditional cognitive therapies quickly become repetitive and discouraging for patients. To mitigate these problems, Serious Games based tools are necessary to create more dynamic rehabilitation processes, holding the attention of the patients throughout the process and motivating them during their road to recovery. This paper describes a web platform for Serious Games in cognitive rehabilitation that integrates a set of features that include natural and multimodal user interfaces and social features (collaboration, competition and handicapping) which can be used to augment the motivation of patients during the rehabilitation process. Results observed in a study with healthy subjects indicate that the platform offers good usability.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 259.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 329.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Rego, P., Moreira, P.M., Reis, L.P.: Serious Games for Rehabilitation: A Survey and a Classification towards a Taxonomy. 5th Iberian Conference on Information Systems and Technologies, vol. I, pp. 349-354, Santiago de Compostela, Spain (2010)

    Google Scholar 

  2. Rego, P.A., Moreira, P.M., Reis, L.P.: New Forms of Interaction in Serious Games for Rehabilitation. In: Cruz-Cunha, M.M. (ed.) Handbook of Research on Serious Games as Educational, Business, and Research Tools: Development and Design. IGI Global (2012)

    Google Scholar 

  3. Rego, P.A., Moreira, P.M., Reis, L.P.: A Serious Games Framework for Health Rehabilitation. International Journal of Healthcare Information Systems and Informatics (IJHISI) 9, 1-21 (2014)

    Google Scholar 

  4. Rego, P.A., Moreira, P.M., Reis, L.P.: Architecture for Serious Games in Health Rehabilitation. In: Rocha, Á., Correia, A.M., Tan, F.B., Stroetmann, K.A. (eds.) New Perspectives in Information Systems and Technologies, Volume 2, vol. 276, pp. 307-317. Springer International Publishing (2014)

    Google Scholar 

  5. Mendes, L., Dores, A.R., Rego, P.A., Moreira, P.M., Barbosa, F., Reis, L.P., Viana, J., Coelho, A., Sousa, A.: Virtual centre for the rehabilitation of road accident victims (VICERAVI). In: A.Rocha, J.C.-M., L.P. Reis, M.P.Cota,I (ed.) 7th Iberian Conference on Information Systems and Technologies (CISTI 2012), vol. I, pp. 817-822. AISTI, Madrid, Spain (2012)

    Google Scholar 

  6. Warlow, C.P., Gijn, J.v., Dennis, M.S., Wardlaw, J.M., Bamford, J.M., Hankey, G.J., Page, J.H., Sandercock, P.A.G., Rinkel, G., Langhorne, P., Sudlow, C., Rothwell, P.: Stroke: Practical Management. Blackwell Publishing (2008)

    Google Scholar 

  7. aul, M., Xu, L., Wald, M., Coronado, G.: Traumatic Brain Injury in the United States: Emergency Department Visits, Hospitalizations and Deaths 2002–2006. Centers for Disease Control and Prevention, National Center for Injury Prevention and Control, Atlanta (GA) (2010)

    Google Scholar 

  8. Burke, J.W., McNeill, M.D.J., Charles, D.K., Morrow, P.J., Crosbie, J.H., McDonough, S.M.: Optimising engagement for stroke rehabilitation using serious games. The Visual Computer 25, 1085-1099 (2009)

    Google Scholar 

  9. Burke, J.W., McNeill, M.D.J., Charles, D.K., Morrow, P.J., Crosbie, J.H., McDonough, S.M.: Augmented Reality Games for Upper-Limb Stroke Rehabilitation. In: 2010 Second International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), pp. 75-78. (2010)

    Google Scholar 

  10. Maclean, N., Pound, P., Wolfe, C., Rudd, A.: Qualitative analysis of stroke patients’ motivation for rehabilitation. British Medical Journal 321, 1051-1054 (2000)

    Google Scholar 

  11. Krichevets, A.N., Sirotkina, E.B., Yevsevicheva, I.V., Zeldin, L.M.: Computer games as a means of movement rehabilitation. Disability and Rehabilitation 17, 100-105 (1995)

    Google Scholar 

  12. Rocha, R., Reis, L.P., Rego, P.A., Moreira, P.M.: Serious games for cognitive rehabilitation: Forms of interaction and social dimension. In: 2015 10th Iberian Conference on Information Systems and Technologies (CISTI) pp. 1-6. (2015)

    Google Scholar 

  13. Alankus, G., Lazar, A., May, M., Kelleher, C.: Towards customizable games for stroke rehabilitation. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 2113-2122. ACM, Atlanta, Georgia, USA (2010)

    Google Scholar 

  14. Ma, M., Bechkoum, K.: Serious Games for Movement Therapy after Stroke. IEEE International Conference on Systems, Man and Cybernetics, pp. 1872-1877, Suntec Singapore, International Convention & Exhibition Center (2008)

    Google Scholar 

  15. Karray, F., Alemzadeh, M., Saleh, J.A., Arab, M.N.: Human-Computer Interaction: Overview on State of the Art. International Journal on Smart Sensing and Intelligent Systems 1, 137-159 (2008)

    Google Scholar 

  16. Oviatt, S.: Multimodal interfaces. In: Julie, A.J., Andrew, S. (eds.) The human-computer interaction handbook, pp. 286-304. L. Erlbaum Associates Inc. (2003)

    Google Scholar 

  17. Rego, P.A., Moreira, P.M., Reis, L.P.: Natural User Interfaces in Serious Games for Rehabilitation: a Prototype and Playability Study. In: Rocha, Á., Gonçalves, R., Cota, M.P., Reis, L.P. (eds.) First Iberian Workshop on Serious Games and Meaningful Play (SGaMePlay’2011) - Proceedings of the 6th Iberian Conference on Information Systems and Technologies, vol. I, pp. 229-232, Chaves, Portugal (2011)

    Google Scholar 

  18. Rego, P.A., Moreira, P.M., Reis, L.P.: Natural and Multimodal User Interfaces in Serious Games for Health Rehabilitation. In: MASH’14: Multi-Agent Systems for Healthcare / AAMAS’14 - 13th International Conference on Autonomous Agents and Multiagent Systems. IFAMAAS, (2014)

    Google Scholar 

  19. Jaimes, A., Sebe, N.: Multimodal human-computer interaction: A survey. Computer Vision and Image Understanding 108, 116-134 (2007)

    Google Scholar 

  20. Jain, J., Lund, A., Wixon, D.: The future of natural user interfaces. CHI ‘11 Extended Abstracts on Human Factors in Computing Systems, pp. 211-214. ACM, Vancouver, BC, Canada (2011)

    Google Scholar 

  21. Faria, B.M., Reis, L.P., Lau, N., Soares, J.C., Vasconcelos, S.: Patient Classification and Automatic Configuration of an Intelligent Wheelchair. In: Filipe, J., Fred, A. (eds.) Agents and Artificial Intelligence, vol. 358, pp. 268-282. Springer Berlin Heidelberg (2013)

    Google Scholar 

  22. Ogiela, M.R., Hachaj, T.: Natural User Interfaces in Medical Image Analysis: Cognitive Analysis of Brain and Carotid Artery Images Springer International Publishing, Switzerland (2014)

    Google Scholar 

  23. Steinberg, G.: Natural user interfaces. ACM SIGCHI Conference on Human Factors in Computing Systems, Austin, Texas, USA (2012)

    Google Scholar 

  24. Blake, J.: The natural user interface revolution. Natural User Interfaces in .NET, pp. 4-35. Manning (2010)

    Google Scholar 

  25. Spector, W.D., Katz, S., Murphy, J.B., Fulton, J.P.: The hierarchical relationship between activities of daily living and instrumental activities of daily living. Journal of Chronic Diseases 40, 481-489 (1987)

    Google Scholar 

  26. Caschera, M.C., Ferri, F., Grifoni, P.: Multimodal interaction systems: information and time features. International Journal of Web and Grid Services 3, 82-99 (2007)

    Google Scholar 

  27. Faria, B.M., Reis, L.P., Lau, N., Moreira, A.P., Petry, M., Ferreira, L.M.: Intelligent Wheelchair Driving: Bridging the Gap Between Virtual and Real Intelligent Wheelchairs. In: Pereira, F., Machado, P., Costa, E., Cardoso, A. (eds.) Progress in Artificial Intelligence, vol. 9273, pp. 445-456. Springer International Publishing (2015)

    Google Scholar 

  28. Faria, B.M., Reis, L.P., Lau, N.: A Methodology for Creating an Adapted Command Language for Driving an Intelligent Wheelchair. J Intell Robot Syst 80, (2015)

    Google Scholar 

  29. Faria, B., Reis, L., Lau, N.: Adapted Control Methods for Cerebral Palsy Users of an Intelligent Wheelchair. J Intell Robot Syst 77, 299-312 (2015)

    Google Scholar 

  30. Reis, L., Faria, B., Vasconcelos, S., Lau, N.: Invited Paper: Multimodal Interface for an Intelligent Wheelchair. In: Ferrier, J.-L., Gusikhin, O., Madani, K., Sasiadek, J. (eds.) Informatics in Control, Automation and Robotics, vol. 325, pp. 1-34. Springer International Publishing (2015)

    Google Scholar 

  31. Faria, B.M., Silva, A., Faias, J., Reis, L.P., Lau, N.: Intelligent Wheelchair Driving: A Comparative Study of Cerebral Palsy Adults with Distinct Boccia Experience. In: Rocha, Á., Correia, A.M., Tan, F.B., Stroetmann, K.A. (eds.) New Perspectives in Information Systems and Technologies, Volume 2, vol. 276, pp. 329-340. Springer International Publishing (2014)

    Google Scholar 

  32. Faria, B.M., Vasconcelos, S., Reis, L.P.: Evaluation of Distinct Input Methods of an Intelligent Wheelchair in Simulated and Real Environments: A Performance and Usability Study. Assistive Technology: The Official Journal of RESNA 25, 88-98 (2013)

    Google Scholar 

  33. Faria, B., Reis, L., Teixeira, S., Faias, J., Lau, N.: Intelligent Wheelchair Simulator for Users’ Training Cerebral Palsy Children’s Case Study. In: 8th Iberian Conference on Information Systems and Technologies (CISTI). (2013)

    Google Scholar 

  34. Faria, B.M., Vasconcelos, S., Reis, L.P., Lau, N.: A Methodology for Creating Intelligent Wheelchair Users’ Profiles. In: ICAART 2012 – 4th International Conference on Agents and Artificial Intelligence, pp. 171-179. (2012)

    Google Scholar 

  35. Moussa, M.B., Magnenat-Thalmann, N.: Applying affect recognition in serious games: The playmancer project. In: Egges, A., Geraerts, R., Overmars, M. (eds.) Motion in Games, pp. 53-62. Springer (2009)

    Google Scholar 

  36. Gerling, K., Livingston, I., Nacke, L., Mandryk, R.: Full-body motion-based game interaction for older adults. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1873-1882. ACM, Austin, Texas, USA (2012)

    Google Scholar 

  37. Chang, Y.-J., Chen, S.-F., Chuang, A.-F.: A gesture recognition system to transition autonomously through vocational tasks for individuals with cognitive impairments. Research in Developmental Disabilities 32, 2064-2068 (2011)

    Google Scholar 

  38. Ciger, J., Herbeliny, B., Thalmannz, D.: Evaluation of Gaze Tracking Technology for Social Interaction in Virtual Environments. In: Proceedings of the 2nd Workshop on Modeling and Motion Capture Techniques for Virtual Environments (CAPTECH04). (2004)

    Google Scholar 

  39. Jacob, R.J.K., Karn, K.S.: Eye Tracking in Human-Computer Interaction and Usability Research: Ready to Deliver the Promises. The Mind’s eye: Cognitive The Mind’s Eye: Cognitive and Applied Aspects of Eye Movement Research 573-603 (2003)

    Google Scholar 

  40. Mohamed, A.O., Silva, M.P.D., Courboulay, V.: A history of eye gaze tracking. Technical report, (2008)

    Google Scholar 

  41. Conconi, A., Ganchev, T., Kocsis, O., Papadopoulos, G., Fernandez-Aranda, F., Jimenez-Murcia, S.: PlayMancer: A Serious Gaming 3D Environment. In: International Conference on Automated solutions for Cross Media Content and Multi-channel Distribution (AXMEDIS ‘08). pp. 111-117. Institute of Electrical and Electronics Engineers (IEEE) (2008)

    Google Scholar 

  42. Flynn, S., Palma, P., Bender, A.: Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: a case report. Journal of Neurologic Physical Therapy 31, 180-189 (2007)

    Google Scholar 

  43. Saposnik, G., Teasell, R., Mamdani, M., Hall, J., McIlroy, W., Cheung, D., Thorpe, K., Cohen, L., Bayley, M.: Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle. Stroke 41, 1477-1484 (2010)

    Google Scholar 

  44. Microsoft: Kinect for the Xbox 360. Available: http://www.xbox.com/en-US/kinect (2014)

  45. Nintendo: Wii Console. Available: http://www.nintendo.com/wii/console (2014)

  46. Sony: PlayStation Move. Available: http://pt.playstation.com/psmove/ (2014)

  47. StatCounter: Página web de análise de serviços. Available http://gs.statcounter.com/#browser-ww-monthly-201409-201509-bar (2015)

  48. Bangor, A., Kortum, P., Miller, J.: Determining what individual SUS scores mean: adding an adjective rating scale. J. Usability Studies 4, 114-123 (2009)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Paula Alexandra Rego .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Rocha, R., Rego, P.A., Faria, B.M., Reis, L.P., Moreira, P.M. (2016). A Web Platform of Serious Games for Cognitive Rehabilitation: Architecture and Usability Study. In: Rocha, Á., Correia, A., Adeli, H., Reis, L., Mendonça Teixeira, M. (eds) New Advances in Information Systems and Technologies. Advances in Intelligent Systems and Computing, vol 444. Springer, Cham. https://doi.org/10.1007/978-3-319-31232-3_103

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-31232-3_103

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-31231-6

  • Online ISBN: 978-3-319-31232-3

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics