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

Juan D. Abril (1), Oswaldo Rivera (2), Oscar I. Caldas (3), Mauricio Felipe Mauledoux (4), Oscar F. Aviles (5)
(1) Universidad Militar Nueva Granada, Bogotá, Colombia
(2) Universidad Militar Nueva Granada, Bogotá, Colombia
(3) Universidad Militar Nueva Granada, Bogotá, Colombia
(4) Universidad Militar Nueva Granada, Bogotá, Colombia
(5) Universidad Militar Nueva Granada, Bogotá, Colombia
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How to cite (IJASEIT) :
Abril, Juan D., et al. “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, Aug. 2020, pp. 1519-25, doi:10.18517/ijaseit.10.4.10319.
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.

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