microsoft 'kinect' as a stroke rehabilitation tool for patients suffering from facial...

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Microsoft Kinect as a stroke rehabilitation tool for patients suffering from facial paralysis Adam Russell Philip Breedon Carolyn Fletcher Nottingham Trent University

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Microsoft 'Kinect' as a Stroke Rehabilitation tool for Patients suffering from Facial Paralysis. by Phillip Breedon, Adam Russell and Carolyn Fletcher

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Page 1: Microsoft 'Kinect' as a Stroke Rehabilitation tool for Patients suffering from Facial Paralysis

Microsoft Kinect as a stroke rehabilitation tool

for patients suffering from facial paralysis

Adam Russell Philip Breedon Carolyn Fletcher Nottingham Trent University

Page 2: Microsoft 'Kinect' as a Stroke Rehabilitation tool for Patients suffering from Facial Paralysis
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1. Kinect camera

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640 x 480 pixels

100 x 120 pixels

20 x 30

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2. Product design

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Pip Logan

Becca O’Brien

Carolyn Fletcher

Patrick Hall Oliver Bishop

Ben Childs

Michael Vloeberghs

Ossie Newell

Darrin Baines

(Speech + Language Therapy)

Phil Breedon

Adam Russell

Presenter
Presentation Notes
This project is particularly interesting because it is not being done in a computer science department by a team of image processing researchers. Instead we are working with clinicians, patients, therapists and professional product designers and focusing on the *design challenges* rather than the technical challenges (although they remain important).
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3. “Gamification”

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For interesting tasks…

Verbal, Unexpected, Informational Feedback Increases Free-Choice IM

Tangible, Expected, Contingent Rewards Reduces Free-Choice IM

Chris Hecker (2010) Achievements Considered Harmful?

Presenter
Presentation Notes
Adapted from : Chris Hecker (2010) “Achievements considered harmful?” @Game Developers’ Conference (San Francisco)
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Chris Hecker’s Self-Fulfilling Nightmare 1. make an intrinsically interesting

game task, congratulations!

2. use extrinsic motivators to make your game task better

3. destroy intrinsic motivation to play your game task

4. metrics fetishism pushes you towards designs where EM works

Presenter
Presentation Notes
Adapted from : Chris Hecker (2010) “Achievements considered harmful?” @Game Developers’ Conference (San Francisco)
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“The day when a sportsman stops thinking above all else of the happiness in his own effort and the intoxication of the power and physical balance he derives from it, the day when he lets considerations of vanity or interest take over, on this day his ideal will die.”

Pierre de Coubertin (1863-1937)

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Presenter
Presentation Notes
What is Andy Murray thinking about when he is “in the zone” making a brilliant shot?
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Presenter
Presentation Notes
Is he thinking about this? I think not. In fact he is trained to put this out of his mind completely. He must focus inwardly on the playing itself.
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Presenter
Presentation Notes
Adapted from : Sebastian Deterding (2012) “Paideia as paidia” (education as play) @GLS8.0 conference Also consider the term ‘Lusory attitude’ coined by Bernard Suits (1978)
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“amidst all this confusion, we’re losing sight of the question of what would happen if we really did apply the deeper powers of game design to more everyday things – if we really did gamify them – and that question is a fascinating, exciting and troubling one. I really hope we get a chance to explore it properly.”

Margaret Robertson (2010) Hideandseek.net

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Thanks!

Adam Russell [email protected]

Design for Health & Wellbeing, NTU

Presenter
Presentation Notes
From the Q+A : the real problem to solve in stroke recovery is *loss of personal identity* / facial rehabilitation exercises need to contribute to this overarching goal