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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>GAME-ABLING: Platform of Games for People with Cerebral Palsy to Enhance Living Adjustment</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jaume Vergés-Llahí</string-name>
          <email>Jaume.verges@ateknea.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oleh Kachmar</string-name>
          <email>okachmar@ic.reha.lviv.ua</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Niko Frangakis</string-name>
          <email>nikos.frangakis@iccs.gr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Domènec Puig</string-name>
          <email>domenec.puig@urv.cat</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>: Ateknea Solutions Catalonia (ASC) Victor Pradera</institution>
          ,
          <addr-line>45, ES-08940 Cornellà de Llobregat, Barcelona</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>: Institute of Communications and Computer Systems (ICCS) 9</institution>
          ,
          <addr-line>Iroon. Polytechniou Str., GR-157 73 Zografou</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>: International Clinic of Rehabilitation (ICR) Pomiretska Str.</institution>
          <addr-line>37, UA-82200, Truskavets</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>: Universitat Rovira i Virgili (URV) Campus Sescelades - Av. Països Catalans</institution>
          ,
          <addr-line>26, ES-43007 Tarragona</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <abstract>
        <p>This paper presents the FP7 European Project GAME-ABLING[1] developed from December 2012 to January 2015. This project aimed at the development of a platform for the creation of games for patients with Cerebral Palsy (CP). A key point of the platform is that the framework can be used by personal with no specific skill in game creation, permitting caregivers and parents its utilization. The system is composed of (i) a framework that encompasses the several tools developed to run and control the games, (ii) the authoring tool to easily allows the creation of new games, and (iii) the analyzing tool that generate statistics on the impact of the games in CP patients. Due to motor and cognitive constraints of CP patients, specific sets of games were developed. Also an extensive group of peripherals can be employed beyond the usual game controllers, including color and depth cameras, Nintendo Wiimote and balance boards. This paper describes the system elements and the results obtained during the evaluation of the games with real patients.</p>
      </abstract>
      <kwd-group>
        <kwd>Serious games</kwd>
        <kwd>cerebral palsy</kwd>
        <kwd>rehabilitation</kwd>
        <kwd>game authoring tool</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Cerebral Palsy (CP) is one of the most frequently conditions in childhood, with an
incidence of 2 per 1,000 live births. In the EU there is 1.3 out of 15 million persons with
CP in the world. This neurological disorder affects body movement, balance and
posture and almost always is accompanied by other cognitive or sensory impairments
like mental retardation, deafness and vision problems. The severity of these problems
varies widely, from very mild and subtle to very profound. These disabilities lead to an
inactive lifestyle which reduces the patient’s physical health, social participation, and
quality of life. Therapy costs (up to €45,000 by year) cannot be afforded by most of the
families. Playing Video games is a useful treatment that promotes and maintains more
active and healthful lifestyle in these persons. However accessibility to videogames is
hardly applied for them.
The FP7 Project GAME-ABLING developed a software tool for creating interactive
video games in an intuitive manner so non-expert personnel (caregivers and parents)
can develop customized games. GAME-ABLING are accessible games with the aim of
improve physical activity of disabled people. This is a different approach that benefits
both caregivers and therapists, who are able to design and easily customize games for
their patients, and also for disabled people, who are able to play with the games
developed by caregivers of therapist improving their fitness while playing.
Games created by GAME-ABLING can be controlled in a variety of ways, allowing the
use of body movements and voice. The images recorded by the webcam are processed
using computer vision techniques in order to track head, eyes, and hands as well as to
detect some basic gestures like hand shapes (open hand, closed fist or hand pointer
shape) and face gestures (aperture of mouth and opening/closing the eyes). Voice tones
and all these movements and gestures are also translated into user actions that could be
used to control the videogames, similar to a joystick or a mouse.</p>
      <p>GAME-ABLING also supports other type of standard input game controllers such as
mouse, keyboard, joystick, Wii controller, and balance board. According with the type
and severity of disability of patient, caregivers can decide which type of game design
and which type of game controller input can be used. Game performance and player
feedback is registered in a database and analyzed by caregivers or therapists to
determine the physical fitness improvement.</p>
    </sec>
    <sec id="sec-2">
      <title>2. GAME-ABLING SYSTEM</title>
      <p>The GAME-ABLING system is composed of the following elements: (i) image analysis
module, (ii) user input modules, (iii) game development framework, (iv) game
authoring tool, (v) analysis tool and activity database, and (vi) games. The structure of
the complete system can be seen in Fig. 1. The idea of the whole system is to provide
the tools to create, use, evaluate, and share the games by a community of users with
specific requirement (CP patients) and non-expert programming skills (caregivers and
parents). In the following subsections each part is described.
2.1.</p>
    </sec>
    <sec id="sec-3">
      <title>Image Analysis Module</title>
      <p>This module is able to capture movements of the different parts of the body, especially
focusing in the obtaining of head and hands movement employing two different types of
cameras, generalist color cameras and depth cameras, such as Kinect. Also a database
with images and videos were collected to test the module.</p>
      <p>Data Collection. During the GAME-ABLING project, we have created a database of
videos recorded at gaming sessions in the facilities of one of our partners, the
Associació Provincial de Paràlisi Cerebral (APPC) in Tarragona, Spain. The goal of
this database is to test the computer vision algorithms in similar conditions as those
encountered during the use of the games. Furthermore, we annotated the some images
of this dataset manually to train our head and body-part detectors. We also collected
another dataset in APPC and developed an annotation software and annotated them in
URV. These databases were created scrupulously following the ethical issues involved
in the obtaining and processing of data from Cerebral Palsy patients.</p>
      <p>Image Analysis. A series of algorithms for analyzing and tracking the head movements
based on skin color segmentation and a state-of-art face detection method were
developed. These algorithms work with standard color webcams and the depth cameras.
Although the algorithms are accurate, there were some practical challenges when tested
in real scenarios on the CP patients depending on their severity level. We observed that
the algorithms worked accurately with levels 1 and 2 patients, which are those with the
least level of impairment. However, level 4 and 5 patients (the highest levels) were not
able to control the games due to the fact that their facial and body-part appearance and
movements are much more different than the patients with levels 1 and 2.
In order to solve such difficulties we also utilized the depth information for
segmentation purposes, which also increases the computational efficiency and makes it
more robust against illumination. This approach can deal with one of the important
challenges that we faced in the project: patients with higher severity level are barely
able to control their heads and hold it in a frontal or near-frontal position. As the results,
the state-of-are methods are not able to detect the face and, consequently, users are not
able to control the games.
2.2.</p>
    </sec>
    <sec id="sec-4">
      <title>User Input Modules</title>
      <p>A series of libraries were developed in the project to access different input devices to
control the game through a wide range of possibilities, i.e., direct motion controllers,
image-based controllers, and audio-based controller. These libraries allow an
application to read inputs from the following list of devices: Nintendo Balance board,
usual game controllers (joysticks, gamepads, and switch buttons), Nintendo Wiimote
controller, keyboard and mouse, color and depth cameras, and a microphone. The inputs
from these devices can now be read, adapted when necessary and used by games to
perform different game actions. As regards the audio devices, a simple method to
capture and measure the intensity of the voice or blows into the microphone allowing
the device to control some game actions. The inclusion of cameras as game controllers
was accomplished as two modules for integrating Microsoft Kinect and color cameras.
2.3.</p>
    </sec>
    <sec id="sec-5">
      <title>Game Development Framework</title>
      <p>The main core of the system consists of the common game framework. A configurable
launcher was created for two different families of games. The launcher is capable of
loading the game description and assets, loading different input modules, displaying a
control panel and finally allowing the user to play the game. The work focused on the
development of a software framework that assisted in the development of configurable
games and the integration of general purpose and specialized input devices in order to
support a wide range of patients/disabilities. The approach followed was to abstract user
input and to decouple devices from games, which facilitates the adaptation of games to
future use cases. Moreover, a modular architecture was designed to allow for the
independent development and deployment of base games and input modules. This is
important as it helps the development throughout the project lifetime but also facilitates
future developments and allows the introduction of a licensed development scheme;
allows the commercialization of modules; helps the deployment process when different
platforms are involved and when upgrading an existing installation. Finally, a central
application is provided that coordinates all existing modules and presents the user with a
single environment through which to configure and control game sessions
2.4.</p>
    </sec>
    <sec id="sec-6">
      <title>Game Authoring Tool</title>
      <p>The main objective of this tool is to provide an intuitive, easy to use with no special
expertise required, authoring environment that combines configurable games and the
various game elements into complete – ready to played - games. The approach followed
was the development of a web application, capable also to be executed offline and
supporting all major browsers and a step by step approach in developing the games. A
common look and feel was adapted across all base games, although the game play of
each base game is considerable different. The authoring tool allows to load user-created
assets, like avatars, sounds, backgrounds, and their position in the window.</p>
      <p>A number of considerations were taken into account in the design of the authoring tool:
(i) usability: the solution is very easy to use and self-explanatory, (ii) deployment: the
solution is hassle-free of installation and OS considerations, and (iii) effectiveness: The
solution is effective in generating a wide range of games.
2.5.</p>
    </sec>
    <sec id="sec-7">
      <title>Analysis Tool and Activity Database</title>
      <p>This module generates for each patient databases with data of the performance of the
patients during the gamming sessions and an activity report that visualizes it creating
graphs related with the patient performance. The relational database is capable of
storing two set of information: configuration of individual games/users and the actual
data of the played games. The purpose of this database is to use data to analyze the
development of the patient. The analysis tool was developed in order to study the
information stored in the database. This tool allows to access, combine and visualize
information stored in the database according to criteria of specialized personnel
(therapists, caregivers, and psychologists), so they get the best possible profit of the
activity database. It is a graphical web interface tool with diagrams and statistics, which
inform the interested users of the evolution of each patient, and based on this
information, they will be able for further customization the games for each patient. The
data generated during the games is anonymized and follows the strict requirements of
the Spanish Data Protection Act (LOPD).
2.6.</p>
    </sec>
    <sec id="sec-8">
      <title>Implemented Games</title>
      <p>Following the suggestions of the CP experts involved in the project, three main families
of game typologies were implemented in the project, namely, XY games,
‘spot-thedifference’ games, and memory games:


</p>
      <p>XY Games: these are games where an avatar is moving in one or two axes:
vertical and/or horizontal and the main goal of the player is to collect items
(Friends) and avoid enemies (foes). With each Friend collect it, he/she gains
points and with each foe hit he/she loses lives.</p>
      <p>Spot-the-Difference Games: in these games the player needs to find small
differences in two images that look identical.</p>
      <p>Memory Game: Here the player is presented with a grid of images, where every
image exists twice. After few seconds all the images are hidden and the player
needs to select the same images sequentially.</p>
    </sec>
    <sec id="sec-9">
      <title>3. EVALUATION AND CONCLUSIONS</title>
      <p>Evaluation of the Game Authoring Tool (GAT) and Rehabilitation Games developed for
CP patients of different levels of motor impairment and age was done by specialists
from International Clinic of Rehabilitation (ICR) in Ukraine and the Associació
Provincial de Paràlisi Cerebral de Tarragona (APPC) in Spain, partners of the project
employing the following procedure. Therapists were taught how to use the GAT and
supplied with assets to develop games. They also learned how to use games with
different gaming hardware – balance board, Kinect sensor, camera, special goniometer
joystick, and others. Thus, they could develop their own games under supervision.
Totally 12 games were selected for testing on 32 patients with CP of different level of
motor disability. Therapists filled out the questionnaire that was analyzed and
conclusions about the GAT usability was obtained. Every patient participated in 6 to 8
gaming sessions of 15-20 min duration under the supervision of the therapist. During
training sessions different gaming hardware was used. After the sessions, parents were
interviewed and filled out the questionnaire that was later analyzed.</p>
      <p>Analysis of the questionnaires indicates that the majority of the patients highly rated
rehabilitation games - 82% ranked the rehabilitation games as excellent and 18% as
good, and nobody stated that the games are of poor or average quality. Also the
majority of the parents liked graphical and sound effects of the games and stated that the
game difficulty was adjusted properly to the motor abilities of the child.
Parents suggested in their comments that there should be a larger collection of the
games of different difficulty levels with nice animated characters, focusing not only on
motor development but also at training cognitive functions. There were also suggestions
to integrate the games into social networks for disabled children.</p>
    </sec>
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  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <surname>GAME-ABLING Project</surname>
          </string-name>
          Website: http://game-abling.eu/
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>