Balancing the playing field : collaborative gaming for physical training
Background: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences betwe...
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sg-ntu-dr.10356-879722023-03-04T17:13:33Z Balancing the playing field : collaborative gaming for physical training Mace, Michael Kinany, Nawal Rinne, Paul Rayner, Anthony Bentley, Paul Burdet, Etienne School of Mechanical and Aerospace Engineering DRNTU::Engineering::Mechanical engineering Social Interaction Collaboration Background: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs. able-bodied partnerships. Methods: A virtual task consisting of a dynamic ball on a beam, is controlled at each end using independent digital force-sensing handgrips. Interaction is mediated through simulated physical coupling and locally-redundant control. Game performance was measured in 16 healthy-healthy and 16 patient-expert dyads, where patients were hemiparetic stroke survivors using their impaired arm. Dual-player was compared to single-player performance, in terms of score, target tracking, stability, effort and smoothness; and questionnaires probing user-experience and engagement. Results: Performance of less-able subjects (as ranked from single-player ability) was enhanced by dual-player mode, by an amount proportionate to the partnership’s mismatch. The more abled partners’ performances decreased by a similar amount. Such zero-sum interactions were observed for both healthy-healthy and patient-expert interactions. Dual-player was preferred by the majority of players independent of baseline ability and subject group; healthy subjects also felt more challenged, and patients more skilled. Conclusion: This is the first demonstration of implicit skill balancing in a truly collaborative virtual training task leading to heightened engagement, across both healthy subjects and stroke patients. Published version 2018-08-17T06:26:50Z 2019-12-06T16:53:16Z 2018-08-17T06:26:50Z 2019-12-06T16:53:16Z 2017 Journal Article Mace, M., Kinany, N., Rinne, P., Rayner, A., Bentley, P., & Burdet, E. (2017). Balancing the playing field : collaborative gaming for physical training. Journal of NeuroEngineering and Rehabilitation, 14, 116-. 1743-0003 https://hdl.handle.net/10356/87972 http://hdl.handle.net/10220/45591 10.1186/s12984-017-0319-x en Journal of NeuroEngineering and Rehabilitation © 2017 The Author(s). This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated. 18 p. application/pdf |
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DRNTU::Engineering::Mechanical engineering Social Interaction Collaboration Mace, Michael Kinany, Nawal Rinne, Paul Rayner, Anthony Bentley, Paul Burdet, Etienne Balancing the playing field : collaborative gaming for physical training |
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Background: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs. able-bodied partnerships. Methods: A virtual task consisting of a dynamic ball on a beam, is controlled at each end using independent digital force-sensing handgrips. Interaction is mediated through simulated physical coupling and locally-redundant control. Game performance was measured in 16 healthy-healthy and 16 patient-expert dyads, where patients were hemiparetic stroke survivors using their impaired arm. Dual-player was compared to single-player performance, in terms of score, target tracking, stability, effort and smoothness; and questionnaires probing user-experience and engagement. Results: Performance of less-able subjects (as ranked from single-player ability) was enhanced by dual-player mode, by an amount proportionate to the partnership’s mismatch. The more abled partners’ performances decreased by a similar amount. Such zero-sum interactions were observed for both healthy-healthy and patient-expert interactions. Dual-player was preferred by the majority of players independent of baseline ability and subject group; healthy subjects also felt more challenged, and patients more skilled. Conclusion: This is the first demonstration of implicit skill balancing in a truly collaborative virtual training task leading to heightened engagement, across both healthy subjects and stroke patients. |
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School of Mechanical and Aerospace Engineering |
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School of Mechanical and Aerospace Engineering Mace, Michael Kinany, Nawal Rinne, Paul Rayner, Anthony Bentley, Paul Burdet, Etienne |
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Article |
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Mace, Michael Kinany, Nawal Rinne, Paul Rayner, Anthony Bentley, Paul Burdet, Etienne |
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Mace, Michael |
title |
Balancing the playing field : collaborative gaming for physical training |
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Balancing the playing field : collaborative gaming for physical training |
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Balancing the playing field : collaborative gaming for physical training |
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Balancing the playing field : collaborative gaming for physical training |
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Balancing the playing field : collaborative gaming for physical training |
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balancing the playing field : collaborative gaming for physical training |
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2018 |
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https://hdl.handle.net/10356/87972 http://hdl.handle.net/10220/45591 |
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1759855902306861056 |