Serviços Personalizados
Journal
Artigo
Indicadores
- Citado por SciELO
- Acessos
Links relacionados
- Citado por Google
- Similares em SciELO
- Similares em Google
Compartilhar
Ingeniería y Desarrollo
versão impressa ISSN 0122-3461versão On-line ISSN 2145-9371
Resumo
VALENCIA LEMOS, Yessica María; MAJIN ERAZO, Jhon Jamilton; GUZMAN VILLAMARIN, Diego Enrique e LONDONO PRIETO, Jerónimo. Dynamic difficulty adjustment in virtual reality applications for upper limb rehabilitation. Ing. Desarro. [online]. 2019, vol.37, n.2, pp.173-191. ISSN 0122-3461. https://doi.org/10.14482/inde.37.2.1629.
The objective of this paper was to compare the incidence of dynamic difficulty adjustment (DDA) in a in a motor skill rehabilitation game, compared to a manual configuration. To achieve that, a virtual tool called "Bug catcher" was developed, which is focused in upper limb rehabilitation. This tool uses a DDA based in fuzzy logic. The population involved for the present study were made by two users, an l8-year-old patient with a he-miparesis that limits her motor ability in her left upper limb, and a 37-year-old patient with motor monoparesis in his right upper limb. This tool was used in both users, each one with a different configuration (automatic or manual), and the motor ability from both participants was objectively measured using Box and Blocks Test, applied before, during and after each session; additionally, a performance index (percentage of success) was defined in order to determine the progress of the participants in the virtual tool. As a result, it was obtained that user number one using the game with DDA, managed to obtain not only a better performance in the sessions but also an important advance in her motor skill in comparison to the user 2 with the manual configuration.
Palavras-chave : dynamic difficulty adjustment; fuzzy logic; rehabilitation; serious game; upper limb; virtual reality.