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INTERPLAY - Advanced video game console adapted for rehabilitation through play
Summary
Play Experience by Assistive Technology for play
Devices, services & contexts for play with children with disabilities
Name of Play Experience by AT
INTERPLAY - Advanced video game console adapted for rehabilitation through play
Type of project
Intervention
Finished research project
Ongoing research project
Summary
(~150 words: target group, aims, kind of activities, Play Experience by AT (devices, services and contexts) used, play experiences and results)
The objective of this project is to develop a new video game console system that uses alternative channels of interaction, based primarily on bodily movement, eye and arm movements. It seeks to develop new activities early intervention in children with neuromotor disabilities to develop their physical and cognitive abilities as far as possible.
Play Experience by Assistive technology
Low-tech, high-tech products, services and contexts for play
Description, intended use(s), intended target group(s), manufacturer/developer, reference
The aim of this project is to develop a new video game system that uses alternative channels of interaction mainly to alleviate the problems of children who have great difficulties in accessing computer by conventional hardware (mouse, keyboard, joystick). The interaction will be based on body and eye movement. It seeks to generate physical therapy activities for children with neuromotor disabilities in order to stimulate their full physical and cognitive abilities. Thus, the system being currently developed is composed of human-computer interfaces and adaptable to the specific condition of the game user. Rehabilitation through computer and video games have the advantage that the child can be more independent when performing the therapy with high motivation. This means that therapy can be more intensive and frequent due to the motivational aspect and can facilitate rehabilitation at home. Moreover, with the use of video games and an adequate system of capture, as provided in this case, it is possible to record much of the user's activity for later analysis. This will, for example, measure the range of joint motion, coordination to certain stimuli or estimating the degree of attention. The information provided by these systems is useful for measuring the evolution of user functions during therapy. With the complete system is intended to provide an easily adaptable platform to the particular condition of the user, encouraging interaction between users with different types of neuromotor disabilities or non-disabled users, presenting a triple functionality: 1) rehabilitation of children with neuromotor disabilities; 2) the assessment of the performance of its activity and 3) improving quality of life through leisure activities. This poster briefly presents the system developed to access the computer by head movements, along with additional guidance devices look and EMG with some results of exercises performed in children with video games with the limitations noted above. With these technological solutions are expected to provide children with stimulating recreational and functional tasks that are in themselves and follow-up rehabilitation exercises, trying to become these common tools.
Context
The context of use
(home, school, rehab center or other environments)
Rehabilitation centers, home and schools
Type of Play
Type of play in this play system
LUDI Classification of types of play
Cognitive Dimension
Practice
Symbolic
Constructive
Rule play (including videogames)
Social Dimension
Solitary
Parallel
Associative
Cooperative
Objectives
Objectives related to play according to ICF-CY
International Classification of Functioning, Disability and Health - Children & Youth Version (ICF-CY)
Play for the sake of play
Major life areas - d880 engagement in play
d8800 solitary play
d8801 onlooker play
d8802 parallel play
d8803 shared cooperative play
d8808 engagement in play, other specified
d8809 engagement in play, unspecified
Community social and civic life - d920 recreation and leisure time
d9200 play
Play-like activities
Therapeutic and educational objectives
b1 Mental functions
b2 Sensory functions and pain
b3 Voice and speech functions
b4 Functions of cardiovascular, hematological, immunological and respiratory systems
b5 Functions of digestive, metabolic and endocrine systems
b7 Neuromusculoskeletal and movement related functions
d1 Learning and applying knowledge (learning through symbolic play, learning through pretend play)
d2 General tasks and demands
d3 Communication
d4 Mobility
d7 Interpersonal interactions and relationships
Participant
Participant(s)
Number
1-5
5-10
10-20
>20
Chronological Age
0-3 years
3-6 years
6-12 years
12-18 years
Development Age
0-3 years
3-6 years
6-12 years
12-18 years
LUDI Categories of disabilities
Mental/intellectual impairments:
mild
moderate
severe
profound
Hearing impairments
Partially hearing impaired
Deaf
Visual impairments
Partially sighted
Blind
Communication disorders (speech and language disorders)
Physical impairments
Mild
Moderate
Severe
Autism Spectrum Disorders
Multiple disabilities
Explanation
Explanation on the use of low-tech, high-tech devices, services or contexts
Explanation
No instruction, self-discovery of the participant/subject
Verbal instruction, language and communication fitting to chronological age
Verbal instruction, language and communication is adapted
Visual and/or verbal instruction with AAC (Aumentative and Alternative Communication)
Visual instruction with written language
Visual instruction with pictures or drawings
Modeling by therapist/researcher
Hand over hand: therapist/researcher leads the actions of the participant
Prompting: therapist/researcher touches the participant as a key for further actions
Guided discovery: therapist/researcher coaches the participant so s/he discovers how to use the assistive technology
Modeling by peer
Visual instruction by peer
Verbal instruction by peer
Involvement
Adult: therapist/educator/researcher
Parent or significant others
Peer with disabilities
Peer without disabilities
Role
Non-participatory observer
Participatory observer
Providing instruction
After the instruction, providing supervision during play
Evaluation
Evaluation of objectives and outcome measures
Description of outcome measure(s)
Observation by professional/researcher providing the play experience
Observation by other professional/researcher
Video analysis
Feedback from client/parents/professionals
(validated and reliable) outcome measures like tests, self-reports of client/system, questionnaires
References
References to the intervention or research project
Contact Person
Noemi Rando nrando@aiju.info
Website
www.aiju.info
Keywords
Keywords
Example: Robots, Virtual Games, Mobile Phone, Public Playground, Adapted Toys
Virtual adapted toys, rehabilitation, intervention, children videogames, interfaces, neuromotor disabilities
Play Systems with similar keywords
Nebula - Interactive wall of light
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