Fernandes Flávia Gonçalves, Cardoso Alexandre, Lopes Renato de Aquino
Department of Computing, Federal University of Goiás (UFG), Av. Dr. Lamartine Pinto de Avelar, 1120, Bloco M, Setor Universitário 75704-020 Catalão, GO, Brazil.
Faculdade de Engenharia Elétrica - Universidade Federal de Uberlândia (UFU), Av. João Naves de Ávila, 2121, Santa Mônica, 38400-902 Uberlândia, MG, Brazil.
An Acad Bras Cienc. 2020 Feb 17;92(1):e20190273. doi: 10.1590/0001-3765202020190273. eCollection 2020.
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.
沉浸式、参与性和激励性的特点使严肃游戏成为医学领域中一种重要的工具。然而,有一些身体有某种残疾的人无法玩游戏,或者没有玩游戏的动力。这项工作提出了一种策略,通过可穿戴设备支持上肢残疾儿童的人机交互,目的是改善目标受众对数字游戏的接触。为了开展这项工作,使用了可穿戴设备Myo来控制一款益智游戏,以此作为实现个人与游戏之间交互的一种方式。在这种情况下,通过Myo设备,利用存在残疾的用户上肢的运动来控制游戏。为了验证这项研究,将开发的游戏提供给了来自残疾儿童援助协会(AACD)的5至15岁上肢有残疾的个人。很快就注意到,研究参与者在Myo的支持下很快就能使用有缺陷的肢体进行游戏,并且玩游戏的积极性更高。从长远来看,期望通过技术创新促进患者的积极性,从而使身体意识的过程更具交互性。