Abstract
This chapter introduces a wireless, pervasive computing approach to adaptive therapeutic telegaming considered in the context of near set theory. Near set theory provides a formal basis for observation, comparison and classification of perceptual granules. A perceptual granule is defined by a collection of objects that are graspable by the senses or by the mind. In the proposed pervasive computing approach to telegaming, a handicapped person (e.g., stroke patient with limited hand, finger, arm function) plays a video game by interacting with familiar instrumented objects such as cups, cutlery, soccer balls, nozzles, screw top-lids, spoons, so that the technology that makes therapeutic exercise game-playing possible is largely invisible (Archives of Physical Medicine and Rehabilitation 89:2213–2217, 2008). The basic approach to adaptive learning (AL) in the proposed telegaming environment is ethology-inspired and is quite different from the traditional approach to reinforcement learning. In biologically-inspired learning, organisms learn to achieve some goal by durable modification of behaviours in response to signals from the environment resulting from specific experiences (Animal Behavior, 1995). The term adaptive is used here in an ethological sense, where learning by an organism results from modifying behaviour in response to perceived changes in the environment. To instill adaptivity in a video game, it is assumed that learning by a video game is episodic. During an episode, the behaviour of a player is measured indirectly by tracking the occurrence of gaming events such as a hit or a miss of a target (e.g., hitting a moving ball with a game paddle). An ethogram provides a record of behaviour feature values that provide a basis a functional registry for handicapped players for gaming adaptivity. An important practical application of adaptive gaming is therapeutic rehabilitation exercise carried out in parallel with playing action video games. Enjoyable and engaging interactive gaming will motivate patients to complete the rehabilitation process. Adaptivity is seen as a way to make action games more accessible to those who have physical and cognitive impairments. The telegaming system connects to the internet and implements a feed-and-forward mechanism that transmits gaming session tables after each gaming session to a remote registry accessible to therapists and researchers. The contribution of this chapter is the introduction of a framework for wireless telegaming useful in therapeutic rehabilitation.
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Notes
- 1.
PORTAL stands for problem oriented registry of tags and labels [51].
- 2.
- 3.
Teracade Patent pending, http://www.wipo.int/pctdb/en/wo.jsp?wo=2007030947
- 4.
A facility that makes it possible for web users to conduct their own search of medical databases: http://www.nlm.nih.gov/
- 5.
ebXML Registry Information Model v2.5. http://www.oasis-open.org/committees/regrep/ documents/2.5/specs/
- 6.
Sprite. A graphical figure that can be moved and manipulated as a single entity [25].
- 7.
This game downloadable from [4].
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This research has been funded by grant SRI-BIO-05 from the Canadian Arthritis Network (CAN) and by discovery grant 185986 from the Natural Sciences and Engineering Research Council of Canada (NSERC).
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Peters, J.F., Szturm, T., Borkowski, M., Lockery, D., Ramanna, S., Shay, B. (2009). Wireless Adaptive Therapeutic TeleGaming in a Pervasive Computing Environment. In: Hassanien, AE., Abawajy, J., Abraham, A., Hagras, H. (eds) Pervasive Computing. Computer Communications and Networks. Springer, London. https://doi.org/10.1007/978-1-84882-599-4_1
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