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Game Abilitation refers to the concept of utilizing virtual reality games in non-formal contexts of rehabilitation, habilitation and Quality of life. An increasing number of international researchers and practitioners, utilize such games (console/computer) through their awareness of how technology-enhanced rehabilitation offers new paradigms of opportunity to explore benefit at a societal level'. Targeted benefits are for all abilities, ages, and creed. Benefits include augmented motor and cognitive competences, increased social interactions and inclusion in activities. A GameAbilitation situation is where games are implemented with an alternative sensor-based input device that best suits (or is tailored to) a participant or participants. Non-formal in his context refers to both established training locations, e.g. clinics, hospitals, schools etc, and also to locations that are not recognized as 'official' training/learning environments such as at home and in the playground. Play and flow are a key aspects of Game Abilitation as what is targeted is optimized and motivated FUN USER EXPERIENCES. The situation is created in an attempt to overcome the challenge where "therapy" is the mindset which has been found restrictive and demotivating for the participant. The use of Virtual Reality (i.e. video games) and alternative input devices that suit the participant enables non-repetition activities as a therapeutic challenge which is motivating for both facilitator and participant/client. Microdevelopment rehabilitation. Game Abilitation reflects the opportunities afforded by sensor technologies such that alternative input devices to the virtual world of the game enable an increased number of game-players to participate who otherwise could not with traditional input devices such as a mouse, keyboard and joystick. Researchers, therapists and educators are amongst professionals who are increasingly utilizing games in the laboratory, clinic and classroom. GameAbilitation is a term coined out of the research of Virtual Interactive Space (VIS) that began in 1985. The research is where interactive sounds and visuals respond to gesture/motion, utterances and/or other biosignals/biometrics of a participant or participants whose input is sourced via sensor technologies. Sensors can be non-invasive where technology maybe based on video camera (e.g. Sony EyeToy), infrared or ultrasonic technology, or they can be held e.g. Wii Remote, or stood on for example to train balance There are numerous sites that inform of sensor technologies such as Infusion and Arduino. Advancements in computer vision and frame grabbers has advanced the field considerably in recent times and this is paralleled by an array of software that permits DSP mappings to enable gesture input to control an array of multimedia feedback. Using adaptive virtual reality game content can be changed according to training goals. For example in the SENSORAMALAB (Aalborg University research laboratory, Denmark) the open source game Tux Racer has been manipulated to stereo 3D configuration and control of the racer empowered by movement in front of a webcam. The game targets/challenges are adaptable so that at the end of a race a player may have trained one side of the body more that the other by an increased number of targets weighted to a specific location in the Virtual Space. Thus training becomes subliminal via the concept of GameAbilitation and data is matched to video recordings of the player response/input for refinement and indication of training (motor/cognitive) progress. In this way GameAbilitation offers new paradigms of training and learning across disciplines. The concept of GameAbilitation is that a physical situation is established whereby input (feedforward) and output (feedback) are adaptable through flexible solutions for capture of input data, mapping of the data and control of media. Data streams are archived for post-session analysis relevant to prior sessions or programs. By creatively considering the effort needed to input one can consider how a game situation can be utilized in therapeutic intervention to motivate participation. Providing an optimal situation is established this often results in extended capabilities beyond previous limitations. GameAbilitation is a growing community of international researchers, therapeutic practitioners and teachers (and others) who are interested in and have identified technology-enhanced intervention as a viable supplement methodology for helping them in training and learning situations where physical and/or cognitive skill-sets are targeted via FUN EXPERIENCES. Video examples - various
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