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RehaBot: Gamified Virtual Assistants Towards Adaptive TeleRehabilitation

Published: 06 June 2019 Publication History

Abstract

This paper introduces 'RehaBot', a framework for building adaptive serious games in the context of telerehabilitation. RehaBot takes advantage of 3D motion tracking and virtual reality devices, to develop an immersive and gamified telerehabilitation environment. A personalized and adaptive gaming system is developed, which allows patients to perform exercises with the help of embedded virtual assistants, hereafter called 'rehab bots', that are dynamically displayed within scenes to guide the patient through the different sets of gestures required to complete the session. These rehab bots have the ability to learn and adapt to the best level of difficulty in real-time based on the user performance. An intelligent alerting and automatic correction technique is incorporated within our engine, so that pre-calculated gesture patterns are correlated and matched with patients' gestures. Consequently, the system estimates the perceived difficulty of gestures by the patient, and automatically adjusts the game behavior to ensure a highly engaging and adaptive gaming experience. Furthermore, multimodal instructions are conveyed to users with details on joints that are not performing as expected, and to guide them towards improving the current gesture. A pilot study has been conducted to prove the usability and effectiveness of our adaptive physiotherapy solution.

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Cited By

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  • (2024)Gamification and Mobile Apps for RehabilitationComplementary Medicine with New Approaches10.69860/nobel.9786053359418.5(51-67)Online publication date: 17-Jun-2024
  • (2024)Technologies to Support Adaptable Game Design: A Systematic Mapping StudyJournal of the Brazilian Computer Society10.5753/jbcs.2024.309030:1(69-101)Online publication date: 26-Apr-2024
  • (2024)HI-TAM, a hybrid intelligence framework for training and adoption of generative design assistantsFrontiers in Computer Science10.3389/fcomp.2024.14603816Online publication date: 29-Nov-2024
  • Show More Cited By

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cover image ACM Conferences
UMAP'19 Adjunct: Adjunct Publication of the 27th Conference on User Modeling, Adaptation and Personalization
June 2019
455 pages
ISBN:9781450367110
DOI:10.1145/3314183
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 06 June 2019

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Author Tags

  1. automatic correction
  2. intelligent alerting
  3. serious games
  4. telerehabilitation
  5. user adaptation

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  • Research-article

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  • University of Sharjah
  • KACST

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UMAP '19
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UMAP'19 Adjunct Paper Acceptance Rate 30 of 122 submissions, 25%;
Overall Acceptance Rate 162 of 633 submissions, 26%

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Cited By

View all
  • (2024)Gamification and Mobile Apps for RehabilitationComplementary Medicine with New Approaches10.69860/nobel.9786053359418.5(51-67)Online publication date: 17-Jun-2024
  • (2024)Technologies to Support Adaptable Game Design: A Systematic Mapping StudyJournal of the Brazilian Computer Society10.5753/jbcs.2024.309030:1(69-101)Online publication date: 26-Apr-2024
  • (2024)HI-TAM, a hybrid intelligence framework for training and adoption of generative design assistantsFrontiers in Computer Science10.3389/fcomp.2024.14603816Online publication date: 29-Nov-2024
  • (2024)An Approach for Automatic Adaptation of Serious Games Applied to Virtual Motor Rehabilitation2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH61285.2024.10639554(1-8)Online publication date: 7-Aug-2024
  • (2024)A Prototype Catalog of Adaptation Resources to Support Game Designers in Developing Accessible Digital GamesDigital Geography10.1007/978-3-031-67762-5_21(269-278)Online publication date: 9-Nov-2024
  • (2023)Playing for Wellness: A Review on Pioneering a Gamified Mobile Health Framework2023 IEEE 21st Student Conference on Research and Development (SCOReD)10.1109/SCOReD60679.2023.10563872(208-213)Online publication date: 13-Dec-2023
  • (2022)A systematic mapping study on digital game adaptation dimensionsProceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems10.1145/3554364.3559122(1-14)Online publication date: 17-Oct-2022
  • (2022)Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt toEntertainment Computing10.1016/j.entcom.2021.10046841(100468)Online publication date: Mar-2022
  • (2021)A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open ChallengesInformation10.3390/info1202009112:2(91)Online publication date: 22-Feb-2021
  • (2020)Adaptive Rehabilitation Bots in Serious GamesSensors10.3390/s2024703720:24(7037)Online publication date: 9-Dec-2020

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