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Automatic adaptation of serious games applied to virtual motor rehabilitation

Grant number: 23/12760-1
Support Opportunities:Scholarships abroad - Research Internship - Scientific Initiation
Effective date (Start): February 01, 2024
Effective date (End): May 29, 2024
Field of knowledge:Physical Sciences and Mathematics - Computer Science - Computing Methodologies and Techniques
Principal Investigator:Fátima de Lourdes dos Santos Nunes Marques
Grantee:Alexandre Kira Pedroso de Lima
Supervisor: Alvaro Joffre Uribe Quevedo
Host Institution: Escola de Artes, Ciências e Humanidades (EACH). Universidade de São Paulo (USP). São Paulo , SP, Brazil
Research place: University of Ontario Institute of Technology (UOIT), Canada  
Associated to the scholarship:23/05884-6 - Automatic adaptation of serious games applied to virtual motor rehabilitation, BP.IC

Abstract

The virtual rehabilitation process has involved the use of technology to create seriousgames (or exergames) aimed at further involving and engaging the patient in therapy to increaseadhesion and compliance. Virtual Reality (VR) has been used to assist in the motor, cognitive, oremotional recovery of patients, providing opportunities to increase adherence to rehabilitationtreatments by inserting game elements into the therapeutic context to keep the patient motivatedthroughout physical activity. Studies involving virtual rehabilitation with the use of seriousgames have obtained promising results, but there is still room for improvement, especiallywith regard to automated adaptation considering the limitations and needs of each patient,because, in general, the tools present one-size-fits-all solutions for all patients. This projectproposes the evaluation of the exergame developed as part of the initial project and seeks toassess the benefits that the use of physiological metrics can bring to the process of automatedadaptation of serious games applied to virtual motor rehabilitation. As specific methodologicalphases are foreseen: study of the physiological metrics collection and analysis modules designedabroad in the GAMER Laboratory at Ontario Tech University, integration of these moduleswith the developed exergame, evaluation of the impact propitiated by physiological metricson the patient's performance and engagement, and finally, the elaboration of scientific articlesand reports. It is expected that the project contributes to the development and improvement ofinteractive games for the rehabilitation of people with motor disabilities and develops techniquesthat can be employed by various types of games.

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