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Customising games for non-formal rehabilitation

  • Bruno Herbelin , Jan Ciger and Anthony L. Brooks EMAIL logo
Published/Copyright: March 9, 2011
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International Journal on Disability and Human Development
From the journal Volume 10 Issue 1

Abstract

The field of rehabilitation has increasingly adopted commercially available games using perceptual interfaces as a means for physically training patients. The adaptability of such systems to match each person’s need and rehabilitation goal remains problematic. This paper presents a rapid prototyping approach for customising gaming technology using various affordable commercial devices and open source software. We first demonstrate how a freely available game is adapted for training disabled people through different sensors and control modes. We then show how an open online virtual world such as Second Life® offers sufficient conditions for quickly building custom content for testing with interactive devices. When presented with these prototyping possibilities, people from the target groups (healthcare professionals, patients, people with disabilities, older people, families) related such systems to their needs and further elaborated on the use of such systems. Our research indicates how availability of simple prototyping platforms expands upon the possibilities for developers and practitioners.


Corresponding author: Anthony Lewis Brooks, Associate Professor, Department of Architecture, Design and Media Technology, Niels Bohrsvej 8, 6700 Esbjerg, Denmark

Received: 2010-9-24
Accepted: 2010-12-1
Published Online: 2011-03-09
Published in Print: 2011-3-1

©2011 by Walter de Gruyter Berlin New York

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