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Serious Game Design of Virtual Reality Balance Rehabilitation with a Record of Psychophysiological Variables and Emotional Assessment

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@article{IJASEIT10319,
   author = {Juan D. Abril and Oswaldo Rivera and Oscar I. Caldas and Mauricio Felipe Mauledoux and Oscar F. Aviles},
   title = {Serious Game Design of Virtual Reality Balance Rehabilitation with a Record of Psychophysiological Variables and Emotional Assessment},
   journal = {International Journal on Advanced Science, Engineering and Information Technology},
   volume = {10},
   number = {4},
   year = {2020},
   pages = {1519--1525},
   keywords = {virtual reality; gamification; balance; psychophysiology; emotions.},
   abstract = {Virtual Reality (VR) offers an alternative to complement physical or neurological rehabilitation based on the efficacy of Gamification as a technique to get compromised, enjoy, and turn treatment periods less annoying through an immersive task. This work presents the design of a VR environment and takes into a count three levels of presence: self-presence, physical, and social. Thirteen healthy participants performed a traditional balance session with a wobble board through a parachute game. The direction of the fall is controlled with the inclination of a wobble board platform instrumented with a Gyroscope, electrocardiography (ECG), electrodermal activity (EDA), and respiratory rate (RESP) signals are simultaneously recorded. These psychophysiological responses of the Autonomous Nervous System (SNA) are contrasted with a standardized emotional self-report questionnaire to gather information about the experience and was filled out by the participant with the eye selection of the Oculus Rift device. The integrated Unity-Matlab system stored and processed some of the extraction data of 15 characteristics associated with the biosignals and three emotional levels, In addition to proposing a severe game as a solution to problems of conventional methodology such as low attention, monotonous and predictable sessions, combining computerized simulation and innovative technologies for more pleasant recovery therapy.},
   issn = {2088-5334},
   publisher = {INSIGHT - Indonesian Society for Knowledge and Human Development},
   url = {http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=10319},
   doi = {10.18517/ijaseit.10.4.10319}
}

EndNote

%A Abril, Juan D.
%A Rivera, Oswaldo
%A Caldas, Oscar I.
%A Mauledoux, Mauricio Felipe
%A Aviles, Oscar F.
%D 2020
%T Serious Game Design of Virtual Reality Balance Rehabilitation with a Record of Psychophysiological Variables and Emotional Assessment
%B 2020
%9 virtual reality; gamification; balance; psychophysiology; emotions.
%! Serious Game Design of Virtual Reality Balance Rehabilitation with a Record of Psychophysiological Variables and Emotional Assessment
%K virtual reality; gamification; balance; psychophysiology; emotions.
%X Virtual Reality (VR) offers an alternative to complement physical or neurological rehabilitation based on the efficacy of Gamification as a technique to get compromised, enjoy, and turn treatment periods less annoying through an immersive task. This work presents the design of a VR environment and takes into a count three levels of presence: self-presence, physical, and social. Thirteen healthy participants performed a traditional balance session with a wobble board through a parachute game. The direction of the fall is controlled with the inclination of a wobble board platform instrumented with a Gyroscope, electrocardiography (ECG), electrodermal activity (EDA), and respiratory rate (RESP) signals are simultaneously recorded. These psychophysiological responses of the Autonomous Nervous System (SNA) are contrasted with a standardized emotional self-report questionnaire to gather information about the experience and was filled out by the participant with the eye selection of the Oculus Rift device. The integrated Unity-Matlab system stored and processed some of the extraction data of 15 characteristics associated with the biosignals and three emotional levels, In addition to proposing a severe game as a solution to problems of conventional methodology such as low attention, monotonous and predictable sessions, combining computerized simulation and innovative technologies for more pleasant recovery therapy.
%U http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=10319
%R doi:10.18517/ijaseit.10.4.10319
%J International Journal on Advanced Science, Engineering and Information Technology
%V 10
%N 4
%@ 2088-5334

IEEE

Juan D. Abril,Oswaldo Rivera,Oscar I. Caldas,Mauricio Felipe Mauledoux and Oscar F. Aviles,"Serious Game Design of Virtual Reality Balance Rehabilitation with a Record of Psychophysiological Variables and Emotional Assessment," International Journal on Advanced Science, Engineering and Information Technology, vol. 10, no. 4, pp. 1519-1525, 2020. [Online]. Available: http://dx.doi.org/10.18517/ijaseit.10.4.10319.

RefMan/ProCite (RIS)

TY  - JOUR
AU  - Abril, Juan D.
AU  - Rivera, Oswaldo
AU  - Caldas, Oscar I.
AU  - Mauledoux, Mauricio Felipe
AU  - Aviles, Oscar F.
PY  - 2020
TI  - Serious Game Design of Virtual Reality Balance Rehabilitation with a Record of Psychophysiological Variables and Emotional Assessment
JF  - International Journal on Advanced Science, Engineering and Information Technology; Vol. 10 (2020) No. 4
Y2  - 2020
SP  - 1519
EP  - 1525
SN  - 2088-5334
PB  - INSIGHT - Indonesian Society for Knowledge and Human Development
KW  - virtual reality; gamification; balance; psychophysiology; emotions.
N2  - Virtual Reality (VR) offers an alternative to complement physical or neurological rehabilitation based on the efficacy of Gamification as a technique to get compromised, enjoy, and turn treatment periods less annoying through an immersive task. This work presents the design of a VR environment and takes into a count three levels of presence: self-presence, physical, and social. Thirteen healthy participants performed a traditional balance session with a wobble board through a parachute game. The direction of the fall is controlled with the inclination of a wobble board platform instrumented with a Gyroscope, electrocardiography (ECG), electrodermal activity (EDA), and respiratory rate (RESP) signals are simultaneously recorded. These psychophysiological responses of the Autonomous Nervous System (SNA) are contrasted with a standardized emotional self-report questionnaire to gather information about the experience and was filled out by the participant with the eye selection of the Oculus Rift device. The integrated Unity-Matlab system stored and processed some of the extraction data of 15 characteristics associated with the biosignals and three emotional levels, In addition to proposing a severe game as a solution to problems of conventional methodology such as low attention, monotonous and predictable sessions, combining computerized simulation and innovative technologies for more pleasant recovery therapy.
UR  - http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=10319
DO  - 10.18517/ijaseit.10.4.10319

RefWorks

RT Journal Article
ID 10319
A1 Abril, Juan D.
A1 Rivera, Oswaldo
A1 Caldas, Oscar I.
A1 Mauledoux, Mauricio Felipe
A1 Aviles, Oscar F.
T1 Serious Game Design of Virtual Reality Balance Rehabilitation with a Record of Psychophysiological Variables and Emotional Assessment
JF International Journal on Advanced Science, Engineering and Information Technology
VO 10
IS 4
YR 2020
SP 1519
OP 1525
SN 2088-5334
PB INSIGHT - Indonesian Society for Knowledge and Human Development
K1 virtual reality; gamification; balance; psychophysiology; emotions.
AB Virtual Reality (VR) offers an alternative to complement physical or neurological rehabilitation based on the efficacy of Gamification as a technique to get compromised, enjoy, and turn treatment periods less annoying through an immersive task. This work presents the design of a VR environment and takes into a count three levels of presence: self-presence, physical, and social. Thirteen healthy participants performed a traditional balance session with a wobble board through a parachute game. The direction of the fall is controlled with the inclination of a wobble board platform instrumented with a Gyroscope, electrocardiography (ECG), electrodermal activity (EDA), and respiratory rate (RESP) signals are simultaneously recorded. These psychophysiological responses of the Autonomous Nervous System (SNA) are contrasted with a standardized emotional self-report questionnaire to gather information about the experience and was filled out by the participant with the eye selection of the Oculus Rift device. The integrated Unity-Matlab system stored and processed some of the extraction data of 15 characteristics associated with the biosignals and three emotional levels, In addition to proposing a severe game as a solution to problems of conventional methodology such as low attention, monotonous and predictable sessions, combining computerized simulation and innovative technologies for more pleasant recovery therapy.
LK http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=10319
DO  - 10.18517/ijaseit.10.4.10319