REHABILITATION GAMING HAMZA KHALIQ. INTRODUCTION  Honours Project  Rehabilitation Gaming  Supervisors: David Hobbs and Brett Wilkinson  Cerebral Palsy.

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REHABILITATION GAMING HAMZA KHALIQ

INTRODUCTION  Honours Project  Rehabilitation Gaming  Supervisors: David Hobbs and Brett Wilkinson  Cerebral Palsy  Definition: “Cerebral palsy refers to a group of disorders that affect movement. It is a permanent, but not unchanging, physical disability caused by an injury to the developing brain, usually before birth.” [1]  Aim  Investigate whether the sensory perception of children with a sensory deficit can be improved by  Developing a suite of 2D and 3D games  Providing relevant and appropriate tactile sensory (vibrational) feedback [1] - palsy/what-is-cerebral-palsy, Cerebral Palsy Alliancehttp:// palsy/what-is-cerebral-palsy

BACKGROUND  Games for Rehabilitation?  Speed the recovery process  Motivate the patients to continue playing while instructing them to perform movements similar to their therapy exercises  Current consoles being used  Nintendo Wii and PlayStation Eyetoy  Herren Hospital starts using the Wii console in 2008 [1]  Stronger response  Remove “pain and torture” by re-focusing the patients attention  Sensory Games?  Almost no games available  Training sensory awareness using an interactive and hands-on story book [2] [1] - Tanner, L 2008, ‘Doctors Use Wii Games for Rehab’, The Associated Press, viewed 15/3/2011, [2] - Barrett, ML, Jones, MH 1967, The ‘Sensory Story’, Development Medicine & Child Neurology, vol. 9, no. 4, pp

RESEARCH QUESTION  What is the difference between the paradigms used for sensory rehabilitation and motor rehabilitation?  What are the games that are currently being used for rehab and how are they different to what we will offer?  What considerations are important while building these games?  Question Evaluation  Develop games for sensory rehabilitation  Games tested by able-bodied children to receive an accurate feedback  Analyse games effectiveness and suitability

TIMELINE

GOALS  Develop Engaging Games  Motivational for young children between the ages of 5 and 15  Provide relevant and appropriate tactile sensory feedback  Conduct a User Evaluation  Test each game’s quality and suitability  Study the difference between the paradigms used in motor and sensory rehabilitation

THANKYOU  Questions?

REFERENCES 1. Tanner, L 2008, ‘Doctors Use Wii Games for Rehab’, The Associated Press, viewed 15/3/2011, 2. Barrett, ML, Jones, MH 1967, The ‘Sensory Story’, Development Medicine & Child Neurology, vol. 9, no. 4, pp , ‘David Cameron backs video games centre for disabled’, Guardian, viewed 15/3/2011, disabled-computing disabled-computing 4. Wynn Parry, CB, Salter, M 1976, ‘Sensory Re-Education After Median Nerve Lesions’, Hand, vol. 8, no. 3, pp Krichevets, AN, Sirotkina, EB, Yevsevicheva, IV, Zeldin, LM 1995, ‘Computer Games as a Means of Movement Rehabilitation’, Disability and Rehabilitation, vol. 17, no. 2, pp Golomb,MR, Warden, S, Fess, E, Rabin, B, Yonkman, J, Shirley, B, Burdea, GC, ‘Maintained Hand Function and Forearm Bone Health 14 Months After an In- Home Virtual-Reality Videogame Hand Telerehabilitation Intervention in an Adolescent With Hemiplegic Cerebral Palsy’, Journal of Child Neurology, vol. 26, no. 3, pp