2020
DOI: 10.1590/0001-3765202020190273
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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 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… Show more

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Cited by 3 publications
(4 citation statements)
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“…In this case, the purpose was to use the bracelet and videogames in the experiment to identify the recruitment rate of 8–18 year old patients with cerebral palsy and their continuity in home therapy for one month. The Myo bracelet was also used by children with upper limb disabilities in [ 13 ] to evaluate a game developed and adapted to be controlled with the bracelet. According to the results, they identified that the participants felt comfortable and were able to interact with the game and, therefore, there was high acceptance due to the fun that was experienced.…”
Section: Resultsmentioning
confidence: 99%
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“…In this case, the purpose was to use the bracelet and videogames in the experiment to identify the recruitment rate of 8–18 year old patients with cerebral palsy and their continuity in home therapy for one month. The Myo bracelet was also used by children with upper limb disabilities in [ 13 ] to evaluate a game developed and adapted to be controlled with the bracelet. According to the results, they identified that the participants felt comfortable and were able to interact with the game and, therefore, there was high acceptance due to the fun that was experienced.…”
Section: Resultsmentioning
confidence: 99%
“…Using Unity 3D and the C# programming language, [ 13 ] developed and evaluated a videogame involving a jigsaw puzzle with three levels of difficulty, adapted to be used with the Myo bracelet. In the game, the gestures perceived by electromyography such as double touch, shake the hand to the right and the left, close fist, and separate the fingers, were the commands to interact with the videogame and put together the jigsaw puzzle, contributing to motor recovery, as well as to cognitive aspects of the patient.…”
Section: Resultsmentioning
confidence: 99%
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