Playware
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Henrik Hautop Lund Center for Playware Technical University of Denmark
Playware Henrik Hautop Lund Center for Playware Technical - - PowerPoint PPT Presentation
Playware Henrik Hautop Lund Center for Playware Technical University of Denmark Center for Playware Professor Henrik Hautop Lund, hhl@playware.dtu.dk Playw laywar are e ABC: Playware A: A nybody, A nywhere, A nytime B: B uilding B odies
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Henrik Hautop Lund Center for Playware Technical University of Denmark
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Playw laywar are e ABC: A: Anybody, Anywhere, Anytime B: Building Bodies and Brains C: Construct, Combine, and Create
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Personalisation
Inclusiveness
Social interaction
Technology to Provide:
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Playware
Robotic technology inspiration may help and inspire
HM Queen Margrethe II of Denmark
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Modular Technology for Playful Physical Interaction
Modularity: Anybody, Anywhere, Anytime
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Building the “Body”
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Clinical tests in hospitals
Cardiac patients, typically 55-85 years old Teams of 20 patients for 3 months periods
Games demands an average heart rate:
Estimated maximum heart rate: 220 – age.
“When doing rehabilitation not everything is as much fun. Then it is nice to have a little competition. When having gone through a heart attack it is not always desired to go down to the gym and exercise. There has to be something to “spice it up”, and I think that the tiles makes this possible”. Cardiac patient Heart News Magazine referring to the hospital report Sygehus Fyn Hospital report, 2007 [in Danish] + CNN & WIRED
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Jigsaw puzzle Off/On Battery status Game selector box
SIMPLE MODULAR BLOCKS - TILES
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
For making impact – distribution
Necessities: certification, patents, etc.
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Adapt the Training Session
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Building the Body
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Anybody, Anywhere, Anytime FIFA World Cup 2010
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
In rehab centres, hospitals, etc.
Anybody, Anywhere, Anytime Construct, Combine, Create Apoplexy-patients (stroke-patients)
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Game Arrangement Treatment Area Time Participants Result Colorrace Floor (2 min.) Balance & field of vision Two times (4 min.) One patient Obtained more awareness to the left and the right side. Colorrace Floor (1 min.) Divided attention & field of vision Five times (5 min.) One patient Improved the patient’s capability to focus on more elements at one time. Colorrace Floor (1 min.) Balance Five times (5 min.) One patient Improved the patient’s balance
Colorrace Floor (1 min.) Balance Five times (5 min.) One patient Improved the patient’s balance
Colorrace Floor (1 min.) Balance & endurance Five times (5 min.) One patient Improved the patient’s balance and endurance. Colorrace Floor (1 min.) Balance & cognition Five times (5 min.) One patient Improved the patient’s ability to act on and understand instructions. Colorrace Floor (1 min.) Balance, cognition, endurance & divided attention Three times (3 min.) One patient & the therapist Improved the patients speed and endurance. Colorrace Floor (1 min.) Balance & cognition Six times (6 min.) One patient Improved the patient’s mobility.
Stroke:
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Adapt training session:
Game Arrangement Treatment Area Time Participants Result Colorrace Floor (2 min.) Cognition & field
Two times (4 min.) A patient who has damages on the cognition and the field of vision as a result of a stroke. The patient’s awareness to the sides can improve which is e.g. important for them to navigate in the traffic when they are released from the hospital. Colorrace Floor (1 min.) Five times (5 min.) Simon Says Five times (time: depending
patient)
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Adapt training session - balancing
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Therapists questionnaire
10 out of 10 therapists in Denmark responded:
particular patients (training balancing, coordination, cognition, attention, endurance, physical fitness) 9 out of 10 therapists in Denmark responded that they experienced the modular tiles to:
cognitive levels
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
But do such kind of Exergames really have a significant effect?
Should we promote such Exergames to a wider population? Are they effective?
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Exergames Effect (-- elderly falls)
Exergames (screen focused, off-the-shelf):
Energy expenditure (Peng et al 2011 – meta-analysis) But despite energy expenditure, no substantial physical effects among elderly women playing Wii (Wollersheim et al. 2010) Similar trends of no or limited effect in recognized tests of fitness, mobility, agility, balancing (Franco 2012; Nitz 2010)
More scientific effect studies are needed (Lange et al. 2010; Taylor et al.
2012; Wiemeyer & Kliem 2012)
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
“Traditional” Training -- Effect
Exercise helps preventing falls in older adults (Gillespie et al. 2003;
Sherrington et al. 2008)
Criticized: often recruting subjects of too low risk of falling Need to target those who benefit the most: older people with strength and balance deficit, women aged 80+, and those aged 70+ with at least one fall risk factor (Barnett et al., 2003) Often only improvements on a few factors
High dosage needed (Lord et al., 1995, 1996). Review and meta-analysis suggests high dose of training: >50 hours (Sherrington et al., 2008) >25 training sessions (Araya-Ramirez et al. 2010)
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Effect of Short-term Exergaming
Subjects: 18 community-dwelling elderly (83.2y, 63-95y) Method: 9 training sessions with modular interactive tiles Training: 13 min. once per week. Total: 2h Context: Two elderly activity centers Tests: Pre- and posttest with Senior Fitness Test Performed by third party, blinded Test of functional abilities (mobility, agility, balancing, endurance, fitness):
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Effect of Short-term Exergaming
Test 1: 9 sessions Statistical significant improvements on all tests
Wilcoxon Signed Rank Test Test Pre-test Post-test Average Improvement Significance level Level improvements CS 9.9 11.3 14% P<0.002 7 TUG 11.0 s 9.4 s 15% P<0.001 6 6MWT 247.6 m 303.0 m 22.4% P<0.001 7
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Effect of Short-term Exergaming
Test 2: 9 sessions + 4 sessions cross-generational play
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Effect of Short-term Exergaming
Test 1: 9 sessions Test 2: 9 sessions + 4 sessions cross-generational play Statistical significant improvements on all tests
Wilcoxon Signed Rank Test
Test Pre-test Post-test Average Improvement Significance level Level improvements CS 9.9 11.3 14% P<0.002 7 TUG 11.0 s 9.4 s 15% P<0.001 6 6MWT 247.6 m 303.0 m 22.4% P<0.001 7 Test Pre-test Post-test Average Improvement Significance level Level improvements CS 9.9 12.3 24% P<0.001 7 TUG 11.7 s 9.3 s 21% P<0.001 6 6MWT 269.8 m 347.9 m 29% P<0.001 5 LW 3.8 6.3 66% P<0.001 NA
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Test 3 – to verify results
Subjects: 12 community-dwelling elderly (79y, 66-88y) with smaller balancing problems Method: Randomized study 6 in intervention group, 6 in control group Intervention: 12 training sessions with modular interactive tiles 12.5min. twice per week. Total: 162.5min. (2.5h) Context: Municipality training center Tests: Pre- and posttest with Dynamic Gait Index (DGI) Performed by third party (therapist), blinded Score <19 = high risk of falling
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Effect of Short-term Exergaming
Test 3: 12.5 sessions, Dynamic Gait Index (DGI) test
NS P<0.05
control group and intervention group
pre-test and post-test
pre-test and post-test
control group and intervention group
Two way repeated measures ANOVA (Student Newman-Keuls method) Pre-test Post-test Average Improvement Significance level Control group 18.3 16.6
NS Tiles training group 19.0 21.3 12.3% P<0.05
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Comparison to other training effect tests
Author Dosage Training Effect Sherrington (2008) >50 hours training Meta-analysis Araya-Ramirez (2010) >25 sessions Cardiac rehab program 20% on 6MWT Nilsson (2008) 32 sessions High-intensity aerobic interval training 12.7% on 6MWT Austin (2005) Comprehensive rehabilitation model 16% on 6MWT Jonsdottir (2006) Cycle and circuit resistance training 7.6% on 6MWT Cress (1999) 84 sessions Endurance and strength training NO difference between control and intervention group on 6MWT Shigematsu (2008) 24 sessions Square-stepping exercise Around 15% Wolfson (1996) Strength training and Tai Chi NO effect on gait speed Lopopolo (2006) High-dosage exercise Meta-analysis Significant effect on gait speed Sousa&Sampaio (2005) 42 sessions Progressive strength training 15% on TUG Wu (2010) 45 sessions Tai Chi NO improvement on TUG Schlicht (2001) 24 sessions Strength training NO improvement on CS and balance, but some improvement
DiBrezzo (2005) 30 sessions Combined stretching, balance and strength training CS: P<0.01 8ft-TUG: P<0.001 6MWT: NOT Significant Franco (2012) Wii Fit training Berg and Tinetti balance test: NO effect Nitz (2010) 20 sessions Wii Fit training TUG: NO improvement 6MWT: NO improvement
Tiles training: CS: 24%, TUG: 21%, 6MWT: 29%, LW: 66%
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Why so successful an exergame?
Designed for the specific purpose! Hardware, software, interaction, practice designed as game for health Playful - motivational Immediate feedback Easy set-up and use (anybody, anywhere, anytime) Setting up two large RCTs
Hospital – Rehab centre - Home
Ongoing
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Welfare technology
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Welfare technology – www.e-robot.dk
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Anybody, Anywhere, Anytime Stroke patients - private home pilot test
The respondents both found positive challenge when it came to their balance, coordination and circulation. Likewise, respondent B experienced that exercising
challenges, as it required use of his ability to concentrate. Observations of sweat, cheek colour and an enhanced respiration confirmed the respondents’
the ability to use longer steps, stepping backwards and sideways during the games.
Physiotherapist graduation report, 2008 [in Danish]
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Modularity – use anywhere : home based rehabilitation
at home or hospital (Ilembula, Tanzania)
Example: Private Home & Remote Areas
Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware
Modular Tiles: www.e-robot.dk
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
Final example:
Example of creative activity: music
Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk
MusicTiles App – 22. Oct. 2012 Peter Gabriel – So 2.0