O fluxo em jogo sério desenvolvido para reabilitação de membros superiores

Detalhes bibliográficos
Ano de defesa: 2015
Autor(a) principal: Sousa Neto, João Bertolino de lattes
Orientador(a): Vieira, Marcus Fraga lattes
Banca de defesa: Vieira, Marcus Fraga, Oliveira, Leandro Luís Galdino de, Brito, Leonardo da Cunha
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Goiás
Programa de Pós-Graduação: Programa de Pós-graduação em Engenharia Elétrica e da Computação (EMC)
Departamento: Escola de Engenharia Elétrica, Mecânica e de Computação - EMC (RG)
País: Brasil
Palavras-chave em Português:
AVE
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: http://repositorio.bc.ufg.br/tede/handle/tede/5103
Resumo: The use of video games has proven to be an important supporting tool in the therapy of various motor diseases, especially stroke because it generates significant economic and social impact. The development of a serious game for the rehabilitation of the upper limbs is important, since commercial games are not adjusted to this target audience. The Flow is a state of mind achieved when there is high level of engagement. This study aimed to determine whether games with focus on gameplay would have greater Flow than games with focus on movement. Part of this work was the project of a game with six stages that require different movements set in the context of Brazilian culture. The technology of interacting with the game environment was the Microsoft Kinect for Xbox 360 sensor. The prototype of one of the stages was developed using Unity engine. In order to conduct the proposed test, the prototype was adapted to change the focus from the gameplay to the required movement. The study had the participation of 60 individuals; half of them interacted with the game prototype, focused on gameplay (Group A) and the other half with the second prototype, focused on movement (Group B). No significant difference was observed in Flow between groups (average 5.353 ± 0.764 for Group A and 5.240 ± 0.659 for Group B, p = 0,289), but their results were higher compared with the literature, suggesting that there was an overvaluation of the technological apparatus in the judgment of the participants rather than the experience with the game itself. The data suggest that future studies are needed to ascertain such influence and the construction of the complete game is feasible.
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spelling Vieira, Marcus Fragahttp://lattes.cnpq.br/4153462617460766Vieira, Marcus FragaOliveira, Leandro Luís Galdino deBrito, Leonardo da Cunhahttp://lattes.cnpq.br/9289671842885889Sousa Neto, João Bertolino de2016-01-15T08:25:03Z2015-08-28SOUSA NETO, J. B. O fluxo em jogo sério desenvolvido para reabilitação de membros superiores. 2015. 64 f. Dissertação (Mestrado em Engenharia Elétrica e da Computação) - Universidade Federal de Goiás, Goiânia, 2015.http://repositorio.bc.ufg.br/tede/handle/tede/5103The use of video games has proven to be an important supporting tool in the therapy of various motor diseases, especially stroke because it generates significant economic and social impact. The development of a serious game for the rehabilitation of the upper limbs is important, since commercial games are not adjusted to this target audience. The Flow is a state of mind achieved when there is high level of engagement. This study aimed to determine whether games with focus on gameplay would have greater Flow than games with focus on movement. Part of this work was the project of a game with six stages that require different movements set in the context of Brazilian culture. The technology of interacting with the game environment was the Microsoft Kinect for Xbox 360 sensor. The prototype of one of the stages was developed using Unity engine. In order to conduct the proposed test, the prototype was adapted to change the focus from the gameplay to the required movement. The study had the participation of 60 individuals; half of them interacted with the game prototype, focused on gameplay (Group A) and the other half with the second prototype, focused on movement (Group B). No significant difference was observed in Flow between groups (average 5.353 ± 0.764 for Group A and 5.240 ± 0.659 for Group B, p = 0,289), but their results were higher compared with the literature, suggesting that there was an overvaluation of the technological apparatus in the judgment of the participants rather than the experience with the game itself. The data suggest that future studies are needed to ascertain such influence and the construction of the complete game is feasible.O uso de jogos eletrônicos é uma importante ferramenta para o auxílio na terapia de diversas patologias, podendo ser destacado o Acidente Vascular Encefálico, que gera grande impacto econômico e social. Entretanto, é necessário o desenvolvimento de jogos sérios para reabilitação de membros superiores, visto que jogos comerciais não são ajustados para esse público alvo. O Fluxo é um estado da mente obtido quando há alto nível de engajamento. Esse trabalho buscou verificar se jogos com foco na jogabilidade iriam apresentar maior Fluxo do que jogos com foco no movimento. Parte deste trabalho foi o desenvolvimento do projeto de um jogo contendo seis fases que exigem movimentos diferentes ambientado na cultura brasileira. O método de interação com o ambiente do jogo foi o sensor Microsoft Kinect for Xbox 360. O protótipo de uma das fases do jogo foi desenvolvido utilizando o motor de jogo Unity. Para realizar o teste proposto, o protótipo foi adaptado com a finalidade de mudar o foco da jogabilidade para o movimento exigido. O estudo contou com a participação de 60 indivíduos, sendo que metade deles interagiu com o protótipo do jogo focado na jogabilidade (Grupo A) e a outra metade com o segundo protótipo, focado no movimento (Grupo B). Não foi observada diferença significativa no Fluxo entre os dois grupos (média de 5,353 ± 0,764 para o Grupo A e 5,240 ± 0,659 para o Grupo B, p = 0,289), porém seus resultados foram altos comparados com a literatura, sugerindo que houve uma supervalorização do aparato tecnológico no julgamento dos participantes em detrimento da experiência com o jogo em si. Os dados apontam que estudos futuros são necessários para averiguar tal influência, e que a construção do jogo completo é viável.Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2016-01-14T09:59:50Z No. of bitstreams: 2 Dissertação - João Bertolino de Sousa Neto - 2015.pdf: 1557142 bytes, checksum: f1c0f4acdacc4138f042a38b31936048 (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2016-01-15T08:25:03Z (GMT) No. of bitstreams: 2 Dissertação - João Bertolino de Sousa Neto - 2015.pdf: 1557142 bytes, checksum: f1c0f4acdacc4138f042a38b31936048 (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)Made available in DSpace on 2016-01-15T08:25:03Z (GMT). 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dc.title.por.fl_str_mv O fluxo em jogo sério desenvolvido para reabilitação de membros superiores
dc.title.alternative.eng.fl_str_mv The flow in serious game developed for upper limb reha-bilitation
title O fluxo em jogo sério desenvolvido para reabilitação de membros superiores
spellingShingle O fluxo em jogo sério desenvolvido para reabilitação de membros superiores
Sousa Neto, João Bertolino de
Reabilitação
Kinect
Jogo
Fluxo
AVE
Rehabilitation
Kinect
game
flow
stroke
CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
title_short O fluxo em jogo sério desenvolvido para reabilitação de membros superiores
title_full O fluxo em jogo sério desenvolvido para reabilitação de membros superiores
title_fullStr O fluxo em jogo sério desenvolvido para reabilitação de membros superiores
title_full_unstemmed O fluxo em jogo sério desenvolvido para reabilitação de membros superiores
title_sort O fluxo em jogo sério desenvolvido para reabilitação de membros superiores
author Sousa Neto, João Bertolino de
author_facet Sousa Neto, João Bertolino de
author_role author
dc.contributor.advisor1.fl_str_mv Vieira, Marcus Fraga
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/4153462617460766
dc.contributor.referee1.fl_str_mv Vieira, Marcus Fraga
dc.contributor.referee2.fl_str_mv Oliveira, Leandro Luís Galdino de
dc.contributor.referee3.fl_str_mv Brito, Leonardo da Cunha
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/9289671842885889
dc.contributor.author.fl_str_mv Sousa Neto, João Bertolino de
contributor_str_mv Vieira, Marcus Fraga
Vieira, Marcus Fraga
Oliveira, Leandro Luís Galdino de
Brito, Leonardo da Cunha
dc.subject.por.fl_str_mv Reabilitação
Kinect
Jogo
Fluxo
AVE
topic Reabilitação
Kinect
Jogo
Fluxo
AVE
Rehabilitation
Kinect
game
flow
stroke
CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
dc.subject.eng.fl_str_mv Rehabilitation
Kinect
game
flow
stroke
dc.subject.cnpq.fl_str_mv CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
description The use of video games has proven to be an important supporting tool in the therapy of various motor diseases, especially stroke because it generates significant economic and social impact. The development of a serious game for the rehabilitation of the upper limbs is important, since commercial games are not adjusted to this target audience. The Flow is a state of mind achieved when there is high level of engagement. This study aimed to determine whether games with focus on gameplay would have greater Flow than games with focus on movement. Part of this work was the project of a game with six stages that require different movements set in the context of Brazilian culture. The technology of interacting with the game environment was the Microsoft Kinect for Xbox 360 sensor. The prototype of one of the stages was developed using Unity engine. In order to conduct the proposed test, the prototype was adapted to change the focus from the gameplay to the required movement. The study had the participation of 60 individuals; half of them interacted with the game prototype, focused on gameplay (Group A) and the other half with the second prototype, focused on movement (Group B). No significant difference was observed in Flow between groups (average 5.353 ± 0.764 for Group A and 5.240 ± 0.659 for Group B, p = 0,289), but their results were higher compared with the literature, suggesting that there was an overvaluation of the technological apparatus in the judgment of the participants rather than the experience with the game itself. The data suggest that future studies are needed to ascertain such influence and the construction of the complete game is feasible.
publishDate 2015
dc.date.issued.fl_str_mv 2015-08-28
dc.date.accessioned.fl_str_mv 2016-01-15T08:25:03Z
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dc.identifier.citation.fl_str_mv SOUSA NETO, J. B. O fluxo em jogo sério desenvolvido para reabilitação de membros superiores. 2015. 64 f. Dissertação (Mestrado em Engenharia Elétrica e da Computação) - Universidade Federal de Goiás, Goiânia, 2015.
dc.identifier.uri.fl_str_mv http://repositorio.bc.ufg.br/tede/handle/tede/5103
identifier_str_mv SOUSA NETO, J. B. O fluxo em jogo sério desenvolvido para reabilitação de membros superiores. 2015. 64 f. Dissertação (Mestrado em Engenharia Elétrica e da Computação) - Universidade Federal de Goiás, Goiânia, 2015.
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