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Balancing the playing field: collaborative gaming for physical training
BACKGROUND: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences betwe...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2017
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5694911/ https://www.ncbi.nlm.nih.gov/pubmed/29151360 http://dx.doi.org/10.1186/s12984-017-0319-x |
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author | Mace, Michael Kinany, Nawal Rinne, Paul Rayner, Anthony Bentley, Paul Burdet, Etienne |
author_facet | Mace, Michael Kinany, Nawal Rinne, Paul Rayner, Anthony Bentley, Paul Burdet, Etienne |
author_sort | Mace, Michael |
collection | PubMed |
description | BACKGROUND: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs. able-bodied partnerships. METHODS: A virtual task consisting of a dynamic ball on a beam, is controlled at each end using independent digital force-sensing handgrips. Interaction is mediated through simulated physical coupling and locally-redundant control. Game performance was measured in 16 healthy-healthy and 16 patient-expert dyads, where patients were hemiparetic stroke survivors using their impaired arm. Dual-player was compared to single-player performance, in terms of score, target tracking, stability, effort and smoothness; and questionnaires probing user-experience and engagement. RESULTS: Performance of less-able subjects (as ranked from single-player ability) was enhanced by dual-player mode, by an amount proportionate to the partnership’s mismatch. The more abled partners’ performances decreased by a similar amount. Such zero-sum interactions were observed for both healthy-healthy and patient-expert interactions. Dual-player was preferred by the majority of players independent of baseline ability and subject group; healthy subjects also felt more challenged, and patients more skilled. CONCLUSION: This is the first demonstration of implicit skill balancing in a truly collaborative virtual training task leading to heightened engagement, across both healthy subjects and stroke patients. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (doi:10.1186/s12984-017-0319-x) contains supplementary material, which is available to authorized users. |
format | Online Article Text |
id | pubmed-5694911 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-56949112017-11-27 Balancing the playing field: collaborative gaming for physical training Mace, Michael Kinany, Nawal Rinne, Paul Rayner, Anthony Bentley, Paul Burdet, Etienne J Neuroeng Rehabil Research BACKGROUND: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs. able-bodied partnerships. METHODS: A virtual task consisting of a dynamic ball on a beam, is controlled at each end using independent digital force-sensing handgrips. Interaction is mediated through simulated physical coupling and locally-redundant control. Game performance was measured in 16 healthy-healthy and 16 patient-expert dyads, where patients were hemiparetic stroke survivors using their impaired arm. Dual-player was compared to single-player performance, in terms of score, target tracking, stability, effort and smoothness; and questionnaires probing user-experience and engagement. RESULTS: Performance of less-able subjects (as ranked from single-player ability) was enhanced by dual-player mode, by an amount proportionate to the partnership’s mismatch. The more abled partners’ performances decreased by a similar amount. Such zero-sum interactions were observed for both healthy-healthy and patient-expert interactions. Dual-player was preferred by the majority of players independent of baseline ability and subject group; healthy subjects also felt more challenged, and patients more skilled. CONCLUSION: This is the first demonstration of implicit skill balancing in a truly collaborative virtual training task leading to heightened engagement, across both healthy subjects and stroke patients. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (doi:10.1186/s12984-017-0319-x) contains supplementary material, which is available to authorized users. BioMed Central 2017-11-20 /pmc/articles/PMC5694911/ /pubmed/29151360 http://dx.doi.org/10.1186/s12984-017-0319-x Text en © The Author(s) 2017 Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0 International License(http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver(http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated. |
spellingShingle | Research Mace, Michael Kinany, Nawal Rinne, Paul Rayner, Anthony Bentley, Paul Burdet, Etienne Balancing the playing field: collaborative gaming for physical training |
title | Balancing the playing field: collaborative gaming for physical training |
title_full | Balancing the playing field: collaborative gaming for physical training |
title_fullStr | Balancing the playing field: collaborative gaming for physical training |
title_full_unstemmed | Balancing the playing field: collaborative gaming for physical training |
title_short | Balancing the playing field: collaborative gaming for physical training |
title_sort | balancing the playing field: collaborative gaming for physical training |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5694911/ https://www.ncbi.nlm.nih.gov/pubmed/29151360 http://dx.doi.org/10.1186/s12984-017-0319-x |
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