Possibilities for Somabased Design and Serious Games Towards Balance Rehabilitation Technologies
Author
Olsen, Sophus Béneé
Term
4. Term
Education
Publication year
2021
Submitted on
2021-05-10
Pages
39
Abstract
Specialet undersøger, hvordan bevægelsesbaseret interaktion, somaæstetik og serious games kan forbindes for at øge motivationen i balancerehabilitering. Med en førstepersons designtilgang præsenteres en lydstyret prototype, der omsætter vægtfordeling på en Wii Balance Board til bearbejdet, spatialiseret auditiv feedback. Feedbacken skal fremme somaæstetisk opmærksomhed og guide brugeren, mens vedkommende navigerer i et usynligt virtuelt lydlandskab og træner balance. Arbejdet er rettet mod brug i et superviseret klinisk miljø og ser lydcentreret interaktion som et redskab til at støtte terapeuter og patienters engagement. Et mindre brugerstudie med fire patienter i rehabilitering vurderede, om prototypen kunne understøtte motivationen for at udføre balanceøvelser. Resultaterne er lovende og fungerer som proof of concept for, at en somaæstetisk, lydcentreret interaktion kan opmuntre patienter til at fortsætte og vedligeholde deres balancetræning; studiet er foreløbigt, og specialet drøfter begrænsninger og implikationer for fremtidige balancerehabiliteringsteknologier.
This thesis investigates how movement-based interaction, somaesthetics, and serious games can be connected to motivate balance rehabilitation. Using a first-person design approach, it presents a sound-driven prototype that maps weight distribution on a Wii Balance Board to processed, spatialized auditory feedback. The feedback is intended to foster somaesthetic awareness and guide users as they navigate an invisible virtual soundscape while practicing balance. The work targets supervised clinical use and positions audio-centered interaction as a tool to support therapists and patient engagement. A small user study with four rehabilitation patients evaluated whether the prototype could support motivation to perform balance exercises. Results are promising and provide a proof of concept that a somaesthetics-inspired, audio-centered interaction can encourage patients to continue and maintain their balance training; the study is preliminary, and the thesis discusses limitations and implications for future balance rehabilitation technologies.
[This summary has been generated with the help of AI directly from the project (PDF)]
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