Playware Henrik Hautop Lund Center for Playware Technical - - PowerPoint PPT Presentation

playware
SMART_READER_LITE
LIVE PREVIEW

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


slide-1
SLIDE 1

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Henrik Hautop Lund Center for Playware Technical University of Denmark

slide-2
SLIDE 2

Playware

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

slide-3
SLIDE 3

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Personalisation

  • Adapt to personal level

Inclusiveness

  • Different physical abilities
  • Different cognitive abilities
  • Different cultures
  • Different ages

Social interaction

  • Technology as mediator
  • Activities of daily living

Technology to Provide:

  • through modularity
slide-4
SLIDE 4

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Playware

Robotic technology inspiration may help and inspire

  • creating interactions
  • of many different kinds
  • in the physical environment
  • can motivate specific actions
  • because of immediate feedback
  • Motivate through play
  • Play is a free and voluntary activity

HM Queen Margrethe II of Denmark

slide-5
SLIDE 5

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Modular Technology for Playful Physical Interaction

Modularity: Anybody, Anywhere, Anytime

  • Physical construction and interactivity • Setup within 1 minute
  • Automatic structure detection • Adjustable levels, different activities
slide-6
SLIDE 6

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

  • Flexibility through adaptivity
  • Adaptivity: also by physical construction

Building the “Body”

slide-7
SLIDE 7

Playware

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:

  • 75% of the maximum heart rate with Colour race on floor
  • 86% of the maximum heart rate with Stepper

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

slide-8
SLIDE 8

Playware

Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk

  • Input: Force sensitive resistor & accelerometer
  • Output: Colour light, sound
  • Processor: ATmega128
  • Battery: Lithium polymer 30 hours operation (3h charging)
  • Communication: Wireless (IR, radio)
  • Attachment: magnets / puzzle

Jigsaw puzzle Off/On Battery status Game selector box

  • US Patent 8,241,183 (European/Asian patents pending)
  • CE certified

SIMPLE MODULAR BLOCKS - TILES

slide-9
SLIDE 9

Playware

Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk

For making impact – distribution

Necessities: certification, patents, etc.

slide-10
SLIDE 10

Playware

Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk

slide-11
SLIDE 11

Playware

Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk

slide-12
SLIDE 12

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Adapt the Training Session

  • change of activity by the physical construction
  • Anybody, Anywhere, Anytime
slide-13
SLIDE 13

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Building the Body

  • change of activity by the physical construction
  • Anybody, Anywhere, Anytime
slide-14
SLIDE 14

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Anybody, Anywhere, Anytime FIFA World Cup 2010

slide-15
SLIDE 15

Playware

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)

slide-16
SLIDE 16

Playware

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

  • n the right leg.

Colorrace Floor (1 min.) Balance Five times (5 min.) One patient Improved the patient’s balance

  • n the left leg.

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:

slide-17
SLIDE 17

Playware

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

  • f vision

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

  • n the

patient)

  • training cognition & field of vision
slide-18
SLIDE 18

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Adapt training session - balancing

  • training balancing where right leg / side is weak.
  • fatigue: change to use both legs.
slide-19
SLIDE 19

Playware

Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk

Therapists questionnaire

10 out of 10 therapists in Denmark responded:

  • in future they will continue to use modular tiles for their

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:

  • be fun for patients
  • be motivational for patients
  • be a good supplement to other equipment
  • have challenged the patients’ balance
  • have challenged the patients’ cognitive level
  • be flexible to the patients’ different physical and

cognitive levels

slide-20
SLIDE 20

Playware

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?

slide-21
SLIDE 21

Playware

Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk

Exergames Effect (-- elderly falls)

Exergames (screen focused, off-the-shelf):

  • Nintendo Wii, Kinect, DDR, EyeToys, etc.

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)

  • Exceptions with specific patient groups (e.g. hemiparetic patients)

More scientific effect studies are needed (Lange et al. 2010; Taylor et al.

2012; Wiemeyer & Kliem 2012)

slide-22
SLIDE 22

Playware

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

  • Strength training: improve strength – not balance
  • Tai Chi: improve balance – not strength

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)

slide-23
SLIDE 23

Playware

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):

  • 6-Minute Walking Test (6MWT)
  • Chair-Stand (CS)
  • 8-ft Timed Up and Go (TUG)
  • Tandem Line-Walk (LW)
slide-24
SLIDE 24

Playware

Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk

slide-25
SLIDE 25

Playware

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

slide-26
SLIDE 26

Playware

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

slide-27
SLIDE 27

Playware

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

slide-28
SLIDE 28

Playware

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

slide-29
SLIDE 29

Playware

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

  • No statistical significant difference at pretest between

control group and intervention group

  • No statistical significant difference in control group between

pre-test and post-test

  • Statistical significant difference in intervention group between

pre-test and post-test

  • Statistical significant difference at posttest between

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

  • 9.3%

NS Tiles training group 19.0 21.3 12.3% P<0.05

slide-30
SLIDE 30

Playware

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

  • n gait speed

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%

slide-31
SLIDE 31

Playware

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

  • Trivulzio Hospital, Milan, Italy
  • Municipalities, Denmark

Hospital – Rehab centre - Home

Ongoing

slide-32
SLIDE 32

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Welfare technology

  • A technology that supports the flow:
slide-33
SLIDE 33

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Welfare technology – www.e-robot.dk

slide-34
SLIDE 34

Playware

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

  • n the intelligent tile had challenged his muscular system in both under-
  • extremities. Moreover, respondent B stated that the tiles brought some cognitive

challenges, as it required use of his ability to concentrate. Observations of sweat, cheek colour and an enhanced respiration confirmed the respondents’

  • statements. Also, a progress in movement patterns on the tile was observed, e.g.

the ability to use longer steps, stepping backwards and sideways during the games.

Physiotherapist graduation report, 2008 [in Danish]

slide-35
SLIDE 35

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Modularity – use anywhere : home based rehabilitation

  • playful treatment of 4 year old girl with cerebral palsy

at home or hospital (Ilembula, Tanzania)

Example: Private Home & Remote Areas

slide-36
SLIDE 36

Playware

Professor Henrik Hautop Lund, hhl@playware.dtu.dk Center for Playware

Modular Tiles: www.e-robot.dk

slide-37
SLIDE 37

Playware

Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk

Final example:

Construct, Combine and Create

Example of creative activity: music

slide-38
SLIDE 38

Playware

Professor Henrik Hautop Lund hhl@playware.dtu.dk www.playware.dk

MusicTiles App – 22. Oct. 2012 Peter Gabriel – So 2.0