AAU Student Projects - visit Aalborg University's student projects portal
A master's thesis from Aalborg University
Book cover


Rehabilitative Design: A Tablet Game for Investigating Attention and Neglect Training

Translated title

Rehabilitativt Design: Et Tablet Spil til at Undersøge Opmærksomhed og Neglekt Træning

Authors

;

Term

4. term

Education

Publication year

2014

Submitted on

Pages

45

Abstract

Vi undersøgte, om et tabletspil kan bruges som et rehabiliteringsredskab for patienter med kognitive vanskeligheder, med fokus på venstresidet visuelt neglekt (en tilstand, hvor man overser ting i venstre side af synsfeltet). Gennem tre runder med test og redesign udviklede vi et simpelt spil, der måler reaktionstid, grænser for synsfeltet og præcision i berøringer på skærmen. Designet virker lovende: Spillet kan hjælpe med at identificere venstresidet visuelt neglekt, fordi patienter reagerede markant langsommere, når mål dukkede op i venstre side. Hos nogle patienter sås tendenser til udvidelse af synsfeltet, men disse ændringer var ikke statistisk signifikante. Spillet var desuden let at bruge til selvstændig træning. Samlet peger resultaterne på potentiale for at videreudvikle spilbaserede værktøjer til rehabilitering af patienter med kognitive vanskeligheder.

We investigated whether a tablet game could serve as a rehabilitation tool for patients with cognitive impairments, focusing on left-sided visual neglect (difficulty noticing items on the left side of the visual field). Through three rounds of testing and redesign, we developed a simple game that measures reaction time, visual field boundaries, and touch accuracy. The design appears promising: the game can help identify left-sided visual neglect, as patients showed significantly longer reaction times when targets appeared on the left. Some patients showed tendencies toward visual field expansion, but these changes were not statistically significant. The game was also easy to use for self-guided training. Overall, the results point to the potential for further development of gamified tools to support rehabilitation for patients with cognitive impairments.

[This abstract was generated with the help of AI]