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Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease

机译:辅助HCI认真的游戏共同设计见解:帕金森病的I-预后个性化游戏套件的案例研究

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Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. The design elements in assistive HCI-SGs for Parkinson’s Disease (PD) patients, in particular, are explored in the present work. Within this context, the Game-Based Learning (GBL) design framework is adopted here and its main game-design parameters are explored for the Exergames, Dietarygames, Emotional games, Handwriting games, and Voice games design, drawn from the PD-related i-PROGNOSIS Personalized Game Suite (PGS) ( www.i-prognosis.eu ) holistic approach. Two main data sources were involved in the study. In particular, the first one includes qualitative data from semi-structured interviews, involving 10 PD patients and four clinicians in the co-creation process of the game design, whereas the second one relates with data from an online questionnaire addressed by 104 participants spanning the whole related spectrum, i.e., PD patients, physicians, software/game developers. Linear regression analysis was employed to identify an adapted GBL framework with the most significant game-design parameters, which efficiently predict the transferability of the PGS beneficial effect to real-life, addressing functional PD symptoms. The findings of this work can assist HCI-SG designers for designing PD-related HCI-SGs, as the most significant game-design factors were identified, in terms of adding value to the role of HCI-SGs in increasing PD patients’ quality of life, optimizing the interaction with personalized HCI-SGs and, hence, fostering a collaborative human-computer symbiosis.
机译:人机互动(HCI)和游戏设置了一个新域,以了解人们在游戏中的动机,游戏游戏的行为影响,游戏适应球员偏好以及在HCI严重游戏(HCI-SGS)的背景下增加参与体验的需求。当后者与人们的健康状况相关时,他们可以成为日常生活的一部分作为辅助健康状况监测/增强系统。共同设计HCI-SGS可以被视为艺术和科学的组合,涉及细致的协作过程。特别是在目前的工作中探讨了帕金森病(PD)患者辅助HCI-SGS的设计元素。在此背景下,这里采用基于游戏的学习(GBL)设计框架,其主要的游戏设计参数探讨了Exergames,饮食,情感游戏,手写游戏和语音游戏设计,从PD相关的I中获取 - 申动个性化游戏套件(PGS)(www.i-prognosis.eu)整体方法。这项研究涉及两个主要数据来源。特别是,第一个包括来自半结构化访谈的定性数据,涉及10名PD患者和四名临床医生在游戏设计的共同创造过程中,而第二个患者与来自104名参与者的在线问卷的数据涉及整个相关光谱,即Pd患者,医生,软件/游戏开发商。采用线性回归分析来鉴定具有最重要的游戏设计参数的适应性GBL框架,其有效地预测PGS对现实生活的有益效果的可转移性,寻址功能性PD症状。这项工作的调查结果可以帮助HCI-SG设计人员设计PD相关的HCI-SGS,因为在增加了HCI-SGS在增加PD患者的质量方面的作用方面,确定了最重要的游戏设计因素生活,优化与个性化HCI-SGS的互动,从而促进合作人的人机共生。

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