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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Main Authors: Mace, Michael, Kinany, Nawal, Rinne, Paul, Rayner, Anthony, Bentley, Paul, Burdet, Etienne
Other Authors: School of Mechanical and Aerospace Engineering
Format: Article
Language:English
Published: 2018
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Online Access:https://hdl.handle.net/10356/87972
http://hdl.handle.net/10220/45591
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Institution: Nanyang Technological University
Language: English
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spelling 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
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering::Mechanical engineering
Social Interaction
Collaboration
spellingShingle 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
description 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.
author2 School of Mechanical and Aerospace Engineering
author_facet School of Mechanical and Aerospace Engineering
Mace, Michael
Kinany, Nawal
Rinne, Paul
Rayner, Anthony
Bentley, Paul
Burdet, Etienne
format Article
author Mace, Michael
Kinany, Nawal
Rinne, Paul
Rayner, Anthony
Bentley, Paul
Burdet, Etienne
author_sort Mace, Michael
title Balancing the playing field : collaborative gaming for physical training
title_short Balancing the playing field : collaborative gaming for physical training
title_full Balancing the playing field : collaborative gaming for physical training
title_fullStr Balancing the playing field : collaborative gaming for physical training
title_full_unstemmed Balancing the playing field : collaborative gaming for physical training
title_sort balancing the playing field : collaborative gaming for physical training
publishDate 2018
url https://hdl.handle.net/10356/87972
http://hdl.handle.net/10220/45591
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