Games Applied to Children with Motor Impairment using the Myo Wearable Device
Abstract The characteristic of immersion, involvement and motivation have made serious games an important tool to be used in the medical field. However, there are people that, having some sort of physical disability, are not able to, or do not feel motivated to play. This work presents a strategy t...
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Format: | Article |
Language: | English |
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Academia Brasileira de Ciências
2020-02-01
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Series: | Anais da Academia Brasileira de Ciências |
Subjects: | |
Online Access: | http://www.scielo.br/scielo.php?script=sci_arttext&pid=S0001-37652020000100902&tlng=en |
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author | Flávia Gonçalves Fernandes Alexandre Cardoso Renato de Aquino Lopes |
author_facet | Flávia Gonçalves Fernandes Alexandre Cardoso Renato de Aquino Lopes |
author_sort | Flávia Gonçalves Fernandes |
collection | DOAJ |
description | Abstract The characteristic of immersion, involvement and motivation have made serious games an important tool to be used in the medical field. However, there are people that, having some sort of physical disability, are not able to, or do not feel motivated to play. This work presents a strategy to support human- computer interactions for children with a disability in their upper limbs through a wearable device, with the objective of improving access to digital games for the target audience. For the development of this work, the wearable device Myo was used to control a puzzle game as a means of providing the interaction between the individual and the game. In this context, the game is controlled with the movement of the user's upper limb that presents the disability, through the Myo device. For the validation of this research, the game developed was made available for individuals presenting a disability in the upper limbs, from an age range between five and fifteen years old, of the Association of Assistance to the Disabled Child (AACD). Soon, it was noticed that the participants of the research soon could play while utilizing the deficient limb with Myo's support and felt more motivated to play. On the long run, it is expected to contribute to the motivation of patients through technological innovation, so that the process of body consciousness is made more interactive. |
first_indexed | 2024-12-20T15:47:33Z |
format | Article |
id | doaj.art-a5d99aff110248fc9fa4dbdd0e749618 |
institution | Directory Open Access Journal |
issn | 1678-2690 |
language | English |
last_indexed | 2024-12-20T15:47:33Z |
publishDate | 2020-02-01 |
publisher | Academia Brasileira de Ciências |
record_format | Article |
series | Anais da Academia Brasileira de Ciências |
spelling | doaj.art-a5d99aff110248fc9fa4dbdd0e7496182022-12-21T19:34:53ZengAcademia Brasileira de CiênciasAnais da Academia Brasileira de Ciências1678-26902020-02-0192110.1590/0001-3765202020190273Games Applied to Children with Motor Impairment using the Myo Wearable DeviceFlávia Gonçalves Fernandeshttps://orcid.org/0000-0001-5077-2226Alexandre Cardosohttps://orcid.org/0000-0002-2023-9647Renato de Aquino Lopeshttps://orcid.org/0000-0002-9180-6637Abstract The characteristic of immersion, involvement and motivation have made serious games an important tool to be used in the medical field. However, there are people that, having some sort of physical disability, are not able to, or do not feel motivated to play. This work presents a strategy to support human- computer interactions for children with a disability in their upper limbs through a wearable device, with the objective of improving access to digital games for the target audience. For the development of this work, the wearable device Myo was used to control a puzzle game as a means of providing the interaction between the individual and the game. In this context, the game is controlled with the movement of the user's upper limb that presents the disability, through the Myo device. For the validation of this research, the game developed was made available for individuals presenting a disability in the upper limbs, from an age range between five and fifteen years old, of the Association of Assistance to the Disabled Child (AACD). Soon, it was noticed that the participants of the research soon could play while utilizing the deficient limb with Myo's support and felt more motivated to play. On the long run, it is expected to contribute to the motivation of patients through technological innovation, so that the process of body consciousness is made more interactive.http://www.scielo.br/scielo.php?script=sci_arttext&pid=S0001-37652020000100902&tlng=enphysical disabilitywearablesdigital gamesupper limbs |
spellingShingle | Flávia Gonçalves Fernandes Alexandre Cardoso Renato de Aquino Lopes Games Applied to Children with Motor Impairment using the Myo Wearable Device Anais da Academia Brasileira de Ciências physical disability wearables digital games upper limbs |
title | Games Applied to Children with Motor Impairment using the Myo Wearable Device |
title_full | Games Applied to Children with Motor Impairment using the Myo Wearable Device |
title_fullStr | Games Applied to Children with Motor Impairment using the Myo Wearable Device |
title_full_unstemmed | Games Applied to Children with Motor Impairment using the Myo Wearable Device |
title_short | Games Applied to Children with Motor Impairment using the Myo Wearable Device |
title_sort | games applied to children with motor impairment using the myo wearable device |
topic | physical disability wearables digital games upper limbs |
url | http://www.scielo.br/scielo.php?script=sci_arttext&pid=S0001-37652020000100902&tlng=en |
work_keys_str_mv | AT flaviagoncalvesfernandes gamesappliedtochildrenwithmotorimpairmentusingthemyowearabledevice AT alexandrecardoso gamesappliedtochildrenwithmotorimpairmentusingthemyowearabledevice AT renatodeaquinolopes gamesappliedtochildrenwithmotorimpairmentusingthemyowearabledevice |