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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Euphoni: a system to support speech therapy</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nicola Favaro, Ombretta Gaggi</string-name>
          <email>gaggi@math.unipd.it</email>
          <email>nicola.favaro.4@studenti.unipd.it</email>
          <email>nicola.favaro.4@studenti.unipd.it, gaggi@math.unipd.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ilaria Gatto, Cristian Leorin, Marco Simoni</string-name>
          <email>cristian.leorin@unipd.it</email>
          <email>ilaria.gatto@studenti.unipd.it</email>
          <email>ilaria.gatto@studenti.unipd.it, cristian.leorin@unipd.it, marco.simoni.1@studenti.unipd.it</email>
          <email>marco.simoni.1@studenti.unipd.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Mathematics, University of Padua</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Neuroscience, University of Padua</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Many rehabilitation therapies ask patients to perform many exercises every day. This requirement strongly stresses the patient who often abandons the therapy too early. This is particulary true in speech therapy which usually has an estimated drop out before reaching the treatment goal of 65%, which is a very high number. In this paper we propose Euphoni, a system for distance care of voice problems. The system includes a mobile application which allows to establish a voice therapy protocol which is able to help the patient when performing exercises at home. Moreover, we use a gamification approach to encourage the patient to hold on.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Patients report a variety of barriers to treatment adherence
between voice therapy sessions. Leer and Connor [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] described
the reasons for poor patient adherence as:
• poor motivation,
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      </p>
      <p>Copyright © by the paper’s authors.</p>
      <p>GHITALY17: 1st Workshop on Games-Human Interaction, September 18th, 2017,
Cagliari, Italy.
• difficulty in remembering how to reproduce a target voice
technique without a clinician assistance,
• difficulty in judging the results and the accuracy of their
efforts and
• concerns about appearing unnatural when using the target
technique conversation.</p>
      <p>The main difficulty is related to remembering to practice and
use the target technique throughout the day. Patients report
that they are busy, tired, upset and many of them declared that
they are not able to perform the exercises in absence of the
therapist.</p>
      <p>Patients report that the presence of the voice therapist and
the quality of their relationship with him (or her) is crucial to
avoid drop out. Unfortunately, daily meeting with the therapist
is not a possible solution for all patients, so other answers to
this problem must be investigated.</p>
      <p>
        Since smartphones are always on the user’s pocket, the use
of a mobile application can help to continuously assist the
patient. More in details, a mobile application can be used in
many different ways [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]:
• as a support to remember to practice the exercises using alert
messages, calendars, etc., e. g., Liang et al demonstrated
that text-based reminders have strong efficacy in improving
adherence to health behavior goals [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ],
• as a feedback system for practice completion in order to
track healthy behaviors (e. g. the number of exercises done
during the week) and
• as a tutorial to help patients producing the target technique
independently providing them videos, recordings, or
portions of therapy practice between therapy sessions.
Mobile health platforms have the potential to extend voice
treatment from therapy session to patient’s environment, to
increase the practise of the treatment, to motivate patients with
feedback and gamification elements, and to support patients.
To be effective, direct voice therapy protocols require daily
practice and generalization of a target voice production
technique between treatment session [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Technology has the
potential to optimize patients’ adherence to health behavior
programs, assisting them anytime and anywhere, but speech
and language therapists often report that they can’t rely to
affordable and good applications.
      </p>
      <p>In this paper, we describe Euphoni, a system for distance care
of voice problems. The system includes a mobile application
which allows to establish a voice therapy protocol which is
able to help the patient when performing exercises at home.
Moreover, the system allows to record audio and text messages
and to send them to the voice therapist.</p>
      <p>The system does not replace traditional therapy protocols,
but help patients by remembering the therapist’s instructions,
encouraging communication with therapist even when patients
are at home, scoring their progress and giving them sub-goal
that can be easily reached.</p>
      <p>
        RELATED WORK
The use of modern technologies in medical practise is quickly
increasing to assist both therapists and patients [
        <xref ref-type="bibr" rid="ref11 ref16 ref5 ref6 ref7 ref8">5, 7, 6, 8,
11, 16</xref>
        ]. Kato explores the positive aspects of using existing
commercial video games for health improvements or surgical
training, and tailor-made game for particular disease group
in order to improve recovery and rehabilitation of patients
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. She defines Re-Mission, a game to help young patients
to understand and deal with cancer: game characters represent
the drug which destroys cells with cancer. Moreover, the game
also provides patients a forum to discuss together.
HelpMe! [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] is a system which supports the rehabilitation
process for children affected by CVI (Cerebral Visual
Impairment) through the use of two serious games. It also includes a
control panel to allow the therapist to adapt the rehabilitative
exercises to each particular child and to follow the
improvements of the patient. Moreover the system can help doctors
to perform a good assessment of a patient and to create a
rehabilitation program.
      </p>
      <p>
        Many papers reported evidence to support the efficacy of
mobile approaches for a variety of health problems like diabetes
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], smoking cessation maintenance [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], dyslexia [
        <xref ref-type="bibr" rid="ref16 ref8">8, 16</xref>
        ],
etc. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] integrates dyslexia predictors in a tablet game, to
capture children attention to obtain a more accurate measurement.
The authors evaluate several existing games for preschoolers
to derive a set of guidelines to design an optimal tablet game
for 5 years old children. Then, these guidelines are used to
develop Diesel-X, a game about a robot dog, Diesel, which
has to fight against a gang of criminal cats.
      </p>
      <p>
        Gaggi et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] developed a set of serious games to identify
developmental dyslexia at early stages and immediately start a
therapy. These serious games were designed to be accessible
from any devices, both tablet using a touch interaction or a PC
using a keyboard and a mouse, so the doctor can choose the
best interaction method depending on the age and the ability
of the child.
      </p>
      <p>
        Successful mobile applications typically help to maintain
adherence using push notifications, SMS, messages to reinforce
healthy behaviors, real time feedback and patient self
monitoring process. As an example, Fish’n’Steps [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] is a serious
game that links the walking activity with the growth and
moving activity of a fish in a fish tank. The system uses push
notifications to keep attention of the user on the game.
Despite many good results in different clinical treatments, the
possibility to use of technology in voice treatment is almost an
unexplored land. In [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] Leer and Connor tried to predict
patients adherence to treatment measuring three social-cognitive
factors: self-efficacy, goal commitment and therapeutic
alliance [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Moreover, the authors study how much a
MP4 video support could influence the same triad of factors.
The study demonstrated that adherence to treatment can be
predicted by this three social-cognitive factors and that
mobile technology can extend treatment to extraclinical settings.
This is extremely important because, if we use technology to
enhance self-efficacy, goal commitment, and the therapeutic
alliance, hypothetically we can reduce rate of dropouts.
Lavaissièri and Melo developed Q-Voz[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], a mobile
application for voice therapists which reminds patients on the times
for practicing and contains some tutorial for proposed
techniques. The application was submitted to seven evaluators that
reported that it can be considered an auxiliary tool for voice
speech therapy.
      </p>
      <p>PROEL METHOD
Human voice is a sound generated by an elastic system, air and
vibrations which resonate into the vocal tract. An euphonic
voice production is granted if there is balance of the
pneumophonic system. Every alteration of this specific balance creates
muscles’ rigidity and hypertone, and results in a vocal
disfunction called dysphonia. At the beginning of a dysfunctional
dysphonia there are always rigidity, loss of vocal strength and
lack of lubrication.</p>
      <p>
        The Proprioceptive-Elastic (ProEl) method [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] is one of the
methods used to treat voice alterations. It is a technique used
in voice therapy that has been developed since the late 90’s in
a collaboration between the CFL (Centre of Phoniatrics and
Speech Therapy), Santander, Spain and the ORL operational
unit of Bufalini Hospital, Cesena, Italy. The basic principles
of this method are the sensory “bombarding” of the phonatory
apparatus with the aim to make the patient more aware about
his/her phonatory structure and body in general, to distend the
muscular tension and lubricate the mucosa.
      </p>
      <p>These goals are reached facing different moments of the vocal
therapy. In particular:
• lighting phase: activation of the learning system mainly
using motivational strategies;
• voice modification: try to obtain vocal changes in order to
give different sensations to the patient;
• leave a mark: try to build a new motor pattern by
remembering the voice target;
• compare: try to focus on the differences between the voice
before and after the exercises;
• automate: generalize the new vocal production.
Usually the therapy follows specific steps:
• make the patient aware of vocal risk factors and teach him
how to control them;
• make the patient more and more conscious about his/her
voice production, his/her muscle’s tension, breath, posture,
tongue and palate: the patient has to become proprioceptive;
• make the patient elastic and agile in voice production,
eliminating rigidity;
• make the patient’s voice projected and resonant in order to
preserve the vocal instrument using less energy and
obtaining the best result;
• make the patient feel happy when using his/her voice: this
is the highest goal of this therapy.</p>
      <p>In addition, this method also uses larynx and muscles
manipulation in order to eliminate tensions. The strengths of the
ProEl method are:
• it is very concrete in many theoretical aspects, allowing
the patient to understand better all the problems and the
solutions;
• it proposes quick and easy exercises which are powerful;
• it is motivating and inclusive for all kind of patients.
Description of the Exercises
The main keywords in ProEl method are lubrication, elasticity
and resonance. The ProEl method proposes many exercises
that has been built in order to gain these goals: in the following
only exercises that have been implemented in the application
are discussed.</p>
      <p>As already mentioned, some exercises are really very
simple: for example, to lubricate the vocal tract we suggest to
increase the amount of drunk water; an exercise which is
proposed every day is to drink at least two liters of water per day.
This allows the vocal folds to have less friction and to work
properly.</p>
      <p>Other exercises have the goal of improving the elasticity, by
teaching the “easing Postures”, i. e., postures which
modify the body balance point to allow a better and easier voice
production with less muscles strength. An example is to ask
patients to put their hands on their knees, which must be a little
bit bent. This position reduces the neck’s muscles activity, put
the tongue in the right position and allows the voice to flow
easier.</p>
      <p>In order to make the voice more resonant the ProEl method
uses the sensory bombarding with thermal or tactile
stimulations in the oral cavity using different kind of tools. For
example, an exercise asks patient to put his/her hands on his/her
mouth to make him/her aware of his/her vocal vibrations and
power.</p>
      <p>Exercises described so far are just a few examples of how
ProEl method works on dysfunctional dysphonia. Patients
are usually very happy and enthusiastic in facing this kind
of therapy. The only real problem consists in repeating the
exercises at home, between different therapy sessions, which
take place twice a week. For this reason, we implemented the
Euphoni system to support both patients and therapist.</p>
      <p>The server is the most important component, it contains the
description of the exercises and records data about user
performances. Doctors can manage patients through a web interface,
i. e., the EuphoniPanel: they can personalize the set of
exercises for each user, i. e., they can choose among a set of
proposed exercises the ones that are suitable for the disease of
a particular patient, and check data about user performances.
The mobile application is named EuphoniApp: it retrieved the
exercises that each patient should do every day and proposed
them to the patient. Its main goal is to support patients during
therapy in two ways:
• it proposes and explains the exercises that patients are
supposed to do during the day,
• it encourages the user to continue the therapy through the
use of sub-goals and badges’ achievements.</p>
      <p>Moreover, it records patient’s performances, and sends data to
the server.</p>
      <p>The first time a patient uses the application he, or she, must
log in, and the application retrieves the exercises program
decided by the therapist for that particular patient. Practice
is organized in five weeks, which contain exercises organized
in seven days. Each day may contain many exercises. Some
exercises are present every day, i. e. hydration exercise, others
can change according to the day and the particular patient.
Each exercise must be performed in a precise interval of time,
which can be in the morning, in the evening, or during the day.
Since patients are required to practise every day, motivation
is an important aspect to consider: the most important goal of
EuphoniApp is to avoid dropouts. Another important aspect
is also to guarantee a correct practise of the therapy, i. e.,
sometimes it may happen that patients doesn’t respect the
exercises list or the timetable of the exercises. For this reason,
we use the gamification approach, which uses elements of
game design in non-game contexts.</p>
      <p>The game uses the metaphor of a lotus flower; we made this
choice since the shape of this flower recalls the shape of the
vocal chords. Figure 2(a) shows the interface after the
login: there are five lotus flowers, one for each therapy week,
filled with different colors. The flower denoted by number 4
in the figure represents the current week. Future weeks are
represented only with a leaf, e. g. leaf with number 5 in the
figure.</p>
      <p>We keep the graphic simple, to allow all types of patients,
different for age and gender, to find the application simple.
The patient selects a week by touching the corresponding
flower. Figure 2(b) shows the interface for the week: initially
the current day, i. e., today, is shown, but the user can scroll
up and down to select days after or before, numbered from 1,
i.e, Monday, to 7, i. e., Sunday.</p>
      <p>
        The game uses a task/progress/motivation loop [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] in order to
increase motivation thus maximizing the number of performed
exercises. Every time patient performs an exercise he, or she,
can see his/her level of completion through a progress bar,
as depicted in Figure 3(a) which shows the interface for a
single day. Moreover, completed exercises are marked with
a check mark, while expired ones are denoted by a red cross.
To engage and motivate the patients, EuphoniApp also send
them positive feedbacks when they complete an exercise or
the whole list of a day.
      </p>
      <p>In the game, the user’s goal is to blossom all the five lotus
flowers. Upon completion of the entire list of exercises for a
day, the flower, that correspond to the current week, opens a
few: Figure 2(b) shows the flower after one day that the patient
completely follows the therapy, Figure 2(c) is the result of six
days of exercises done. To blossom the flower completely the
patients have to perform all the exercises all the days of the
corresponding week. In Figure 2(a) the patient has done all
the exercises all the days in the first week, only for two days
in the second week, for six days in the third week and never in
the fourth week.</p>
      <p>Each exercise is a sub-goal through which the patient can reach
the main goal. Before performing an exercise, the patient can
watch a tutorial video or read some text instruction (see Figure
3(b)). When the exercise is complete, he, or she, must mark it
as completed.</p>
      <p>The EuphoniApp does not reward the patient after each
exercise but only when the patient performs all the exercises of
a day. So, to increase patient’s engaging and motivation, we
added other intermediate goals to the application, i. e. the
badges, simple subgoal which has the function to keep the
patient focused in the therapy and to encourage him/her with
rewarding. Some examples of badges are the following:
• complete all the daily exercises;
• complete all the daily exercises for two consecutive days;
• drink 10 litres of water;
• drink 30 litres of water;
• send the first message to the therapist;
• send five messages to the therapist.</p>
      <p>Figure 3(c) shows the panel with badges showed to the patient.
To maximize the support to the patients, EuphoniApp provides
a communication service between the patient and the speech
therapist: the user can record an audio message or digit some
text that will be recorded by the server. The therapist can listen
to the audio messages and read the text messages using the
EuphoniPanel.</p>
      <p>The system reminds the user to perform the exercises using a
push notification system that could be customized according
to patient’s time preferences.</p>
      <p>
        Implementation Details
EuphoniApp has been developed only for Android operating
system, but we are currently working to support all available
operating systems, using a framework for cross-platform
mobile development [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The application has been developed
using the Java language with Android SDK 25 and Android
Studio. We choose the Android platform rather than other
operating systems since, according to Gartner statistics [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], it
is the most widespread among users (80,7%). The application
is developed for Android 7 (Nougat) but it is
retrocompatible until Android 4.1 (Jelly Bean), so the 98,2% of Android
devices are supported [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>The application communicates with the server only when
necessary, in order to limit the network usage, i. e. it connects to
the server to synchronize exercises when the user log in and to
change their state of completion. The communication is made
using some Json Web Services which are used to implement
the authentication system, the download of the exercises and
the upload of exercises’ scores and messages of the patients.
Parameters, such as user’s id, exercise id, exercise status, etc.,
are sent using POST method.</p>
      <p>As already said, the therapy provides two appointments per
week during which the therapist can adjust the exercises
according to the progress or failure of the patient. The speech
therapist uses EuphoniPanel to manage all the patients and
exercises assigned to them.</p>
      <p>EuphoniPanel is a web interface, which shows the patients
records. The therapist can read or listen the messages sent
by patients, check if a patient has completed the list of
exercises or not and eventually change it. It has been developed
using standard web technologies, i. e., PHP, HTML, CSS and
Javascript, with a particular attention to accessibility.
Both EuphoniApp and EuphoniPanel communicate with a
MySQL database situated at the server side, which collects
data about patients and exercises. Personal data about patients
are stored separately to preserve their privacy, even in case of
malicious access.</p>
      <p>CONCLUSION AND FUTURE WORKS
In this paper, we propose Euphoni, a system to support speech
therapy. This kind of therapy requires patients to perform
several exercises every day, so the main goal of the system
is to support and encourage the patient to avoid the
drop-outfrom-therapy phenomenon.</p>
      <p>The strong points of our system are:
• the use of gamification to involve and encourage the patient;
• the use of a mobile application, EphoniApp, since we use a
tool commonly available in the patients’ pockets and we do
not ask patients to buy other devices. Moreover, previous
works have demonstrated that the use of modern mobile
technologies is very efficient in the treatment of health
problems and the use of push notification allows the system to
easily remind the patients to perform the exercises,
• the use of the ProEl Method as treatment for dysphonia and
• the availability of video tutorial helps patients to understand
the exercises and practise them correctly.</p>
      <p>We plan to test our system with a large number of patients
divided into two groups, one using our system and the other
following the therapy without any additional help or tool. The
test will aim at understanding if the system is able to increment
the number of performed exercises and therefore the level of
adherence to the protocol therapy, and to lower the number of
dropouts. At the time of writing, we are currently testing the
efficacy and the level of acceptability of our system. A group
of 5 patients affected by dysphonia is using the system. The
group is composed by 3 females and 2 males, all the patients
are aged between 45 and 65 and they have been using the
system for 30 days. The initial results are encouraging since
they do not report problems in using the application and they
are performing the exercises daily.</p>
      <p>In the future, we plan to develop the application for all the
available operating systems using a framework for
crossplatform mobile development, to allow also users with other
operating systems to use the application.</p>
    </sec>
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