Vision‐based game design and assessment for physical exercise in a robot‐assisted rehabilitation system

Engagement is a key factor in gaming. Especially, in gamification applications, users’ engagement levels have to be assessed in order to determine the usability of the developed games. The authors first present computer vision‐based game design for physical exercise. All games are played with gestur...

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Main Authors: Huseyin Erdogan, Yunus Palaska, Engin Masazade, Duygun Erol Barkana, Hazım Kemal Ekenel
Format: Article
Language:English
Published: Wiley 2018-02-01
Series:IET Computer Vision
Subjects:
Online Access:https://doi.org/10.1049/iet-cvi.2017.0122
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author Huseyin Erdogan
Yunus Palaska
Engin Masazade
Duygun Erol Barkana
Hazım Kemal Ekenel
author_facet Huseyin Erdogan
Yunus Palaska
Engin Masazade
Duygun Erol Barkana
Hazım Kemal Ekenel
author_sort Huseyin Erdogan
collection DOAJ
description Engagement is a key factor in gaming. Especially, in gamification applications, users’ engagement levels have to be assessed in order to determine the usability of the developed games. The authors first present computer vision‐based game design for physical exercise. All games are played with gesture controls. The authors conduct user studies in order to evaluate the perception of the games using a game engagement questionnaire. Participants state that the games are interesting and they want to play them again. Next, as a use case, the authors integrate one of these games into a robot‐assisted rehabilitation system. The authors perform additional user studies by employing self‐assessment manikin to assess the difficulty levels that can range from boredom to excitement. The authors observe that with the increasing difficulty level, users’ arousal increases. Additionally, the authors perform psychophysiological signal analysis of the participants during the execution of the game under two distinctive difficulty levels. The authors derive features from the signals obtained from blood volume pulse (BVP), skin conductance, and skin temperature sensors. As a result of analysis of variance and sequential forward selection, the authors find that changes in the temperature and frequency content of BVP provide useful information to estimate the players’ engagement.
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spelling doaj.art-b98a015489454de9b8e535024be8e27e2023-09-15T10:31:30ZengWileyIET Computer Vision1751-96321751-96402018-02-01121596810.1049/iet-cvi.2017.0122Vision‐based game design and assessment for physical exercise in a robot‐assisted rehabilitation systemHuseyin Erdogan0Yunus Palaska1Engin Masazade2Duygun Erol Barkana3Hazım Kemal Ekenel4Informatics InstituteMiddle East Technical UniversityAnkara06800TurkeyDepartment of Electrical and Electronics EngineeringYeditepe UniversityIstanbul34755TurkeyDepartment of Electrical and Electronics EngineeringYeditepe UniversityIstanbul34755TurkeyDepartment of Electrical and Electronics EngineeringYeditepe UniversityIstanbul34755TurkeyDepartment of Computer EngineeringIstanbul Technical UniversityIstanbul34469TurkeyEngagement is a key factor in gaming. Especially, in gamification applications, users’ engagement levels have to be assessed in order to determine the usability of the developed games. The authors first present computer vision‐based game design for physical exercise. All games are played with gesture controls. The authors conduct user studies in order to evaluate the perception of the games using a game engagement questionnaire. Participants state that the games are interesting and they want to play them again. Next, as a use case, the authors integrate one of these games into a robot‐assisted rehabilitation system. The authors perform additional user studies by employing self‐assessment manikin to assess the difficulty levels that can range from boredom to excitement. The authors observe that with the increasing difficulty level, users’ arousal increases. Additionally, the authors perform psychophysiological signal analysis of the participants during the execution of the game under two distinctive difficulty levels. The authors derive features from the signals obtained from blood volume pulse (BVP), skin conductance, and skin temperature sensors. As a result of analysis of variance and sequential forward selection, the authors find that changes in the temperature and frequency content of BVP provide useful information to estimate the players’ engagement.https://doi.org/10.1049/iet-cvi.2017.0122sequential forward selectionskin temperature sensorsskin conductanceBVPblood volume pulseself-assessment manikin
spellingShingle Huseyin Erdogan
Yunus Palaska
Engin Masazade
Duygun Erol Barkana
Hazım Kemal Ekenel
Vision‐based game design and assessment for physical exercise in a robot‐assisted rehabilitation system
IET Computer Vision
sequential forward selection
skin temperature sensors
skin conductance
BVP
blood volume pulse
self-assessment manikin
title Vision‐based game design and assessment for physical exercise in a robot‐assisted rehabilitation system
title_full Vision‐based game design and assessment for physical exercise in a robot‐assisted rehabilitation system
title_fullStr Vision‐based game design and assessment for physical exercise in a robot‐assisted rehabilitation system
title_full_unstemmed Vision‐based game design and assessment for physical exercise in a robot‐assisted rehabilitation system
title_short Vision‐based game design and assessment for physical exercise in a robot‐assisted rehabilitation system
title_sort vision based game design and assessment for physical exercise in a robot assisted rehabilitation system
topic sequential forward selection
skin temperature sensors
skin conductance
BVP
blood volume pulse
self-assessment manikin
url https://doi.org/10.1049/iet-cvi.2017.0122
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