2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH) 2018
DOI: 10.1109/segah.2018.8401376
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Usability testing games for prosthetic training

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Cited by 12 publications
(4 citation statements)
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“…Hypotheses 3 and 4, emerging from the expectation that user experience satisfaction positively correlates to and can predict children’s learning were confirmed by the data analysis (hypothesis 3: r 58 =0.27, P =.04; hypothesis 4: F 8,51 =2.20, P =.04). Comparing these findings with those of previous research is difficult due to most existing studies focusing on using the GUESS scale to evaluate serious games (eg, [ 66 , 67 ]) and (as far we know) no previous studies have addressed the relationship between the GUESS scale and subscales with players’ learning.…”
Section: Discussionmentioning
confidence: 59%
“…Hypotheses 3 and 4, emerging from the expectation that user experience satisfaction positively correlates to and can predict children’s learning were confirmed by the data analysis (hypothesis 3: r 58 =0.27, P =.04; hypothesis 4: F 8,51 =2.20, P =.04). Comparing these findings with those of previous research is difficult due to most existing studies focusing on using the GUESS scale to evaluate serious games (eg, [ 66 , 67 ]) and (as far we know) no previous studies have addressed the relationship between the GUESS scale and subscales with players’ learning.…”
Section: Discussionmentioning
confidence: 59%
“…Second, the visuomotor gain of myoelectric interfaces should be carefully selected to match the capability of the individual user because the optimal gain could vary between users, and children may generally prefer a smaller gain than adults. Lastly, given the challenge for children to improve real-time myoelectric control, it is important to develop training programs that are engaging to enhance motor skill learning, which may be achieved through virtual reality and gamification [79].…”
Section: Discussionmentioning
confidence: 99%
“…Patient feedback has indicated that the current commercial method, which depends on basic graphic representations of EMG, is less motivating and satisfying than the training system that is reliant on serious games ( Prahm et al, 2017a ). Several serious games based on traditional game design, such as Pong ( de la Rosa et al, 2008 ), Flappy Bird ( Radhakrishnan et al, 2019 ), Space Invaders ( Radhakrishnan et al, 2019 ), SuperTuxKart ( Prahm et al, 2017b ), Sushi Slap ( Smith et al, 2018b ; Smith et al, 2018a ) ( Figure 2B ), Crazy Meteor ( Smith et al, 2018b ; Smith et al, 2018a ), Dog Jump/Beeline Border Collie ( Smith et al, 2018b ; Smith et al, 2018a ), Crate Whacke ( Hashim et al, 2021a ), Race the Sun ( Hashim et al, 2021a ), Fruit Ninja ( Hashim et al, 2021a ), and Kaiju Carnag ( Hashim et al, 2021a ), employ a method similar to the user’s control of a physical prosthetic hand, which not only repeatedly activates the flexor and extensor muscles, but also instigates the random training of joint or continuous muscle contraction. This approach provides an ideal training method for direct control (DC), while also enhancing the motivation and adherence of the amputation rehabilitation plan.…”
Section: The Existing Xr Systems For Upper Extremity Prosthesesmentioning
confidence: 99%