Physiotherapy through pseudo- competitive games (hardware setup)

In addition to reducing their muscular pain, the main reason a person goes through physiotherapy is to assist in their recovery of a lost function due to health problems or injury. Physiotherapy is essential so that a person can effectively carry out everyday tasks and improve their quality of life...

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Main Author: Mohamed Namis
Other Authors: Lim Meng Hiot
Format: Final Year Project
Language:English
Published: 2017
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Online Access:http://hdl.handle.net/10356/71787
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-717872023-07-07T17:04:14Z Physiotherapy through pseudo- competitive games (hardware setup) Mohamed Namis Lim Meng Hiot School of Electrical and Electronic Engineering DRNTU::Engineering::Electrical and electronic engineering In addition to reducing their muscular pain, the main reason a person goes through physiotherapy is to assist in their recovery of a lost function due to health problems or injury. Physiotherapy is essential so that a person can effectively carry out everyday tasks and improve their quality of life and level of independence. Most of the studies carried out involving games in physiotherapy concentrate on patients of all ages with specific health problems but limited studies have been made to relate the engagement levels of patients of specific age groups rather than specific health problems. This project was carried out to determine the engagement levels in patients of specific age groups undergoing physiotherapy, via pseudo-competitive games. Two different age groups were evaluated during the experiment. They were, adults aged between 21 and 54 and elderly aged between 55 and 75. Participants had to play a game by controlling a robot with their gestures. While doing so, they are also doing exercises used in physiotherapy sessions. The participants are then asked to complete a questionnaire (see Appendix C) to evaluate their engagement and enjoyment levels during this session as compared to a traditional physiotherapy session. All participants went through this experiment under similar conditions. Based on the completed questionnaires and experiments conducted, it was found that people were more willing to go through physiotherapy sessions which integrates games and had fun. This showed that with games integrated into physiotherapy sessions, more people would want to go though it as it brings an excitement aspect to their sessions. Although this project aims to determine if physiotherapy sessions through games are more engaging as compared to traditional sessions, improvements can be done to add in more features such as exercises for back pain, shoulder injuries and so on. In addition, the study can also be made on patients with amputations. Bachelor of Engineering 2017-05-19T03:56:35Z 2017-05-19T03:56:35Z 2017 Final Year Project (FYP) http://hdl.handle.net/10356/71787 en Nanyang Technological University 61 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering::Electrical and electronic engineering
spellingShingle DRNTU::Engineering::Electrical and electronic engineering
Mohamed Namis
Physiotherapy through pseudo- competitive games (hardware setup)
description In addition to reducing their muscular pain, the main reason a person goes through physiotherapy is to assist in their recovery of a lost function due to health problems or injury. Physiotherapy is essential so that a person can effectively carry out everyday tasks and improve their quality of life and level of independence. Most of the studies carried out involving games in physiotherapy concentrate on patients of all ages with specific health problems but limited studies have been made to relate the engagement levels of patients of specific age groups rather than specific health problems. This project was carried out to determine the engagement levels in patients of specific age groups undergoing physiotherapy, via pseudo-competitive games. Two different age groups were evaluated during the experiment. They were, adults aged between 21 and 54 and elderly aged between 55 and 75. Participants had to play a game by controlling a robot with their gestures. While doing so, they are also doing exercises used in physiotherapy sessions. The participants are then asked to complete a questionnaire (see Appendix C) to evaluate their engagement and enjoyment levels during this session as compared to a traditional physiotherapy session. All participants went through this experiment under similar conditions. Based on the completed questionnaires and experiments conducted, it was found that people were more willing to go through physiotherapy sessions which integrates games and had fun. This showed that with games integrated into physiotherapy sessions, more people would want to go though it as it brings an excitement aspect to their sessions. Although this project aims to determine if physiotherapy sessions through games are more engaging as compared to traditional sessions, improvements can be done to add in more features such as exercises for back pain, shoulder injuries and so on. In addition, the study can also be made on patients with amputations.
author2 Lim Meng Hiot
author_facet Lim Meng Hiot
Mohamed Namis
format Final Year Project
author Mohamed Namis
author_sort Mohamed Namis
title Physiotherapy through pseudo- competitive games (hardware setup)
title_short Physiotherapy through pseudo- competitive games (hardware setup)
title_full Physiotherapy through pseudo- competitive games (hardware setup)
title_fullStr Physiotherapy through pseudo- competitive games (hardware setup)
title_full_unstemmed Physiotherapy through pseudo- competitive games (hardware setup)
title_sort physiotherapy through pseudo- competitive games (hardware setup)
publishDate 2017
url http://hdl.handle.net/10356/71787
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