Multi-Criteria Decision Analysis (MCDA) needs tools to enable citizen participation 43 reviewed water-related serious games reveal diverse approaches and uses Serious games in MCDA entail communicating about and with models (behavioral OR) No existing serious game allows MCDA-compatible preference elicitation
This paper presents a new approach to benchmarking brain-computer interfaces (BCIs) outside the lab. A computer game was created that mimics a real-world application of assistive BCIs, with the main outcome metric being the time needed to complete the game. This approach was used at the Cybathlon 2016, a competition for people with disabilities who use assistive technology to achieve tasks. The paper summarizes the technical challenges of BCIs, describes the design of the benchmarking game, then describes the rules for acceptable hardware, software and inclusion of human pilots in the BCI competition at the Cybathlon. The 11 participating teams, their approaches, and their results at the Cybathlon are presented. Though the benchmarking procedure has some limitations (for instance, we were unable to identify any factors that clearly contribute to BCI performance), it can be successfully used to analyze BCI performance in realistic, less structured conditions. In the future, the parameters of the benchmarking game could be modified to better mimic different applications (e.g., the need to use some commands more frequently than others). Furthermore, the Cybathlon has the potential to showcase such devices to the general public.
Background Multiple sclerosis (MS) is a chronic inflammatory disease of the central nervous system. Patients with MS experience a wide range of physical and cognitive dysfunctions that affect their quality of life. A promising training approach that concurrently trains physical and cognitive functions is video game–based physical exercising (ie, exergaming). Previous studies have indicated that exergames have positive effects on balance and cognitive functions in patients with MS. However, there is still a need for specific, user-centered exergames that function as a motivating and effective therapy tool for patients with MS and studies investigating their usability and feasibility. Objective The aim of this interdisciplinary research project is to develop usable and feasible user-centered exergames for the pressure-sensitive plate Dividat Senso by incorporating theoretical backgrounds from movement sciences, neuropsychology, and game research as well as participatory design processes. Methods Focus groups (patients and therapists) were set up to define the user-centered design process. This was followed by the field testing of newly developed exergame concepts. Two sequential usability and feasibility studies were conducted on patients with MS. The first study included a single exergaming session followed by measurements. Between the first and second studies, prototypes were iterated based on the findings. The second study ran for 4 weeks (1-2 trainings per week), and measurements were taken before and after the intervention. For each study, participants answered the System Usability Scale (SUS; 10 items; 5-point Likert Scale; score range 0-100) and interview questions. In the second study, participants answered game experience–related questionnaires (Flow Short Scale [FSS]: 13 items; 7-point Likert Scale; score range 1-7; Game Flow questionnaire: 17 items; 6-point Likert Scale; score range 1-6). Mixed methods were used to analyze the quantitative and qualitative data. Results In the first study (N=16), usability was acceptable, with a median SUS score of 71.3 (IQR 58.8-80.0). In the second study (N=25), the median SUS scores were 89.7 (IQR 78.8-95.0; before) and 82.5 (IQR 77.5-90.0; after), and thus, a significant decrease was observed after training (z=−2.077; P=.04; r=0.42). Moreover, high values were observed for the overall FSS (pre: median 5.9, IQR 4.6-6.4; post: median 5.8, IQR 5.4-6.2) and overall Game Flow Questionnaire (pre: median 5.0, IQR 4.7-5.3; post: median 5.1, IQR 4.9-5.3). A significant decrease was observed in the item perceived importance (FSS: z=−2.118; P=.03; r=0.42). Interviews revealed that user-centered exergames were usable, well accepted, and enjoyable. Points of reference were identified for future research and development. Conclusions The project revealed that the newly developed, user-centered exergames were usable and feasible for patients with MS. Furthermore, exergame elements should be considered in the development phase of user-centered exergames (for patients with MS). Future studies are needed to provide indications about the efficacy of user-centered exergames for patients with MS.
IMIC" (Innovative Movement Therapy in Childhood) is a translational research and development project that is specialized in creating a motivating locomotion rehabilitation setting for children with neurological disorders and cognitive limitations in an interdisciplinary context. "IMIC" was founded in 2010 by an interdisciplinary cooperation of movement scientists, neurologists and neuropsychologists (Zurich University Children's Hospital / Rehab Research Group, Rehabilitation Centre Affoltern a. Albis), game designers (ZHdK Zurich University of the Arts / Specialization in Game Design) and specialists in sensory-motor robotics (ETH Zurich / SensoryMotor Systems Laburich University ). The project focuses on the expansion of pediatric robot-assisted rehabilitation, which is achieved through the flexible connection of specifically designed RehabGame scenarios to various therapy devices for upper and lower extremities. The project's key development, the middleware "RehabConnex", allows the combination of several therapy robots or input devices, or respectively a combination of both to the "IMIC"-RehabGames. "IMIC" makes use of the rehabilitation robots Lokomat® (Hocoma) and ChARMin (ETH Zurich) to function as multimodal "game controllers", which translate the patient's physical input into game control parameters. Beside clinical research questions addressing the impact of the developments, "IMIC" focuses on design aspects and technological research and development: Which gameconceptual, audio-visual and technological features must a RehabGame provide in order to maximally motivate young patients in their active participation in therapy as well as to support the therapists?
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