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- Serious game design and clinical improvement in physical rehabilitation: systematic reviewPublication . Vieira, Catarina; Pais-Vieira, Carla Ferreira da Silva; Novais, João; Perrotta, AndréBackground: Serious video games have now been used and assessed in clinical protocols, with several studies reporting patient improvement and engagement with this type of therapy. Even though some literature reviews have approached this topic from a game perspective and presented a broad overview of the types of video games that have been used in this context, there is still a need to better understand how different game characteristics and development strategies might impact and relate to clinical outcomes. Objective: This review assessed the relationship between the characteristics of serious games (SGs) and their relationship with the clinical outcomes of studies that use this type of therapy in motor impairment rehabilitation of patients with stroke, multiple sclerosis, or cerebral palsy. The purpose was to take a closer look at video game design features described in the literature (game genre [GG], game nature [GN], and game development strategy [GDS]) and assess how they may contribute toward improving health outcomes. Additionally, this review attempted to bring together medical and game development perspectives to facilitate communication between clinicians and game developers, therefore easing the process of choosing the video games to be used for physical rehabilitation. Methods: We analyzed the main features of SG design to obtain significant clinical outcomes when applied to physical rehabilitation of patients recovering from motor impairments resulting from stroke, multiple sclerosis, and cerebral palsy. We implemented a PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) database-adjusted electronic search strategy for the PubMed, IEEE Xplore, and Cochrane databases. Results: We screened 623 related papers from 2010-2021 and identified 12 that presented results compatible with our inclusion criteria. A total of 512 participants with stroke (8 studies, 417 participants), cerebral palsy (1 study, 8 participants), and multiple sclerosis (2 studies, 46 participants) were included; 1 study targeting the elderly (41 participants) was also included. All studies assessed motor, sensory, and functional functions, while some also measured general health outcomes. Interventions with games were used for upper-limb motor rehabilitation. Of the 12 studies, 8 presented significant improvements in at least one clinical measurement, of which 6 presented games from the casual GG, 1 combined the casual, simulation, and exergaming GGs, and 2 combined the sports and simulation GGs. Conclusions: Of the possible combinations of game design features (GG, GN, and GDS) described, custom-made casual games that resort to the first-person perspective, do not feature a visible player character, are played in single-player mode, and use nonimmersive virtual reality attain the best results in terms of positive clinical outcomes. In addition, the use of custom-made games versus commercial off-the-shelf games tends to give better clinical results, although the latter are perceived as more motivating and engaging.
- Method for positioning and rehabilitation training with the ExoAtlet® powered exoskeletonPublication . Pais-Vieira, Carla; Khazraei, Mehrab; Neves-Amado, João; Perrotta, André; Morya, Edgard; Moioli, Renan; Shapkova, Elena; Pais-Vieira, MiguelExoskeletons for locomotion, support, or other uses are becoming more common. An increasing number of studies are demonstrating relevant results in rehabilitation. Here we describe the steps required to properly place and train patients in ExoAtlet ® powered exoskeletons (Moscow, Russia), for which there is currently limited information available. These steps combine actions related to the hardware, software, as well as safety, rehabilitation, and psycho-emotional state of the subject. Training starts with a general preparation of the environment, the equipment, and the patient. When the actual training program begins, the patient needs to gradually learn to perform the different actions that will be required to control the exoskeleton. Initially, training requires transferring weight between legs to guarantee adequate equilibrium control. Then, actions assisted by computer-controlled motors begin, namely: standing up, walking in place, moving small distances and sitting down. As the patient becomes comfortable with the exoskeleton and the cardiovascular system becomes adjusted to the upright position, training can then include walking over longer distances, inclined planes, opening doors, and climbing stairs.
- Differential width discrimination task for active and passive tactile discrimination in humansPublication . Perrotta, André; Pais-Vieira, Carla; Allahdad, Mehrab K.; Bicho, Estela; Pais-Vieira, Miguel
- Loompianola CDPublication . Perrotta, André
- A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displaysPublication . Cardoso, Jorge C. S.; Perrotta, AndréLocomotion is a fundamental activity in Virtual Reality (VR) and has been the focus of a large body of research since the implementation of the first systems. In real locomotion techniques, users physically move in the real world to affect movement in the Virtual Environment (VE). Real locomotion has been found to perform better than other forms of locomotion for many tasks. To overcome the challenges imposed by restricted physical space, researchers have devised ingenious interaction techniques for real locomotion. In this paper, we present a survey of interaction techniques for real locomotion in VR. Our analysis is focused on the interaction techniques – the combination of devices, user’s actions, and system’s responses. We categorize interaction techniques for real locomotion in VR into: unmediated, warnings, reorientation/resetting, scaling, redirection, and dynamic VE. These categories represent fundamentally different approaches to real locomotion and user action feedback. We further characterize techniques in each of these categories according to category-specific parameters. Finally, it is important to state that this paper was developed with the aim of helping newcomers to the field to understand and implement the techniques here presented.
- Rainforest: an interactive ecosystemPublication . Beyls, Peter; Perrotta, AndréThis paper describes a self-regulating artificial ecosystem in continuous exposure to human observers. Particles of variable morphology engage in local interaction and give rise to emergent overall audiovisual complexity. People only exercise influence over autonomous behavior developing in the artificial world. A machine-learning algorithm basically aims to maximize audiovisual diversity by tracking changes in systems behavior in relation to behavior in the artificial world. We suggest rewarding human-machine interaction to exist in the elaboration of dynamic relationships between spatial and cognitive human behavior and audiovisual performance in an artificial universe.
- Modelling the live-electronics in electroacoustic music using particle systemsPublication . Perrotta, André V.; Menezes, Flo; Martins, Luis GustavoDeveloping the live-electronics for a contemporary electroacoustic piece is a complex process that normally involves the transfer of artistic and aesthetic concepts between the composer and the musical assistant. Translating in technical terms the musical, artistic and aesthetic concepts by means of algorithms and mathematical parameters is seldom an easy and straightforward task. The use of a particle system to describe the dynamics and characteristics of compositional parameters can reveal an effective way for achieving a significant relationship between compositional aspects and their technical implementation. This paper describes a method for creating and modelling a particle system based on compositional parameters and how to map those parameters into digital audio processes. An implementation of this method is described, as well as the use of such a method for the development of the work O Farfalhar das Folhas (The rustling of leaves) (2010), for one flutist, one clarinetist, violin, violoncello, piano and live-electronics, by Flo Menezes.