A Multimodal Software Architecture for Serious Exergames and Its Use in Respiratory Rehabilitation
Abstract
:1. Introduction
- Flexibility/Equivalence: Without flexibility, the execution of an SEG for rehabilitation would be limited to a single controller device, restricting the therapy’s applicability. For instance, inspiratory flow or pressure could be triggered by some game action but they require different devices to be used, otherwise there is no such flexibility. To enhance this scenario, the architecture allows for multiple interaction modalities (forms of control for the SEG), providing therapists with diverse options for patient interaction [15]. For instance, consider a scenario where a physiotherapist is working with two patients requiring respiratory rehabilitation. Patient A faces no difficulties using conventional hand controllers, but the Manovacuometer Device proves suitable for their needs. In contrast, Patient B, with limited mobility, prefers an Extensor Belt Device for enhanced accessibility during therapy sessions. Flexibility enables therapists to cater to the unique needs of both patients by selecting the most suitable interaction modality for each case.
- Complementarity (more complete information): Through the combination of different sources of information about a phenomenon, one can reach the best understanding of it [14]. The acquisition of multimodal data often occurs in the medical context, as complementary information leads to better diagnosis and treatment. In addition, exploring complementary modalities simultaneously allows for better detail about the patient’s condition [16]. For example, when performing movements for physical rehabilitation, the patient can use compensatory movements to achieve the objectives of the exercises, masking the efficiency of the treatment. When playing a game, the patient is focused on the activity of the game and their attention to the correctness of the movement can be decreased, resulting in an increase in the number of incorrect moves or compensatory actions. Complementarity provides greater clarity of information about the patient’s performance during therapy, which can also cause incorrect patterns of therapeutic exercises to be detected and corrected [15].
- Monitoring: When using an SEG for rehabilitation, or for health promotion in general, where some kind of physical activity is required, it is possible that excessive effort may occur, or another factor could cause patient discomfort or even something more harmful that hinders their therapy. As an example, during prolonged exercise it is possible to experience hyperventilation, which is a condition in which one begins to breathe very fast. Severe hyperventilation can lead to loss of consciousness or result in underlying problems [16]. Another example is when instead of breathing quickly, one unconsciously stops breathing during exercise. This can produce a sharp increase in blood pressure, followed by a sudden drop, and cause dizziness or fainting [17]. Also, when exercise compensation occurs (when the patient does not perform an exercise correctly), it leads to injuries. This should then be highlighted if it reaches a certain threshold of repetitions. To avoid unwanted consequences, it is important to monitor possible side effects during the use of SEGs and create mechanisms to reverse some situations by [12] (a) warning about these cases; (b) slowing down the pace of stimuli; or even (c) stopping therapy. Monitoring physiological parameters, such as oxygen saturation and heart rate, can help ensure patient safety during the use of an SEG for rehabilitation [11].
2. Materials and Methods
2.1. Conscious Flow
- Mixer Module: The signal management module consists of five cores: Signal Deaggregator, Signal Treatment, Combination, Adaptation Grid, and fission (the latter used only in the feedback flow):
- Signal Deaggregator: this core separates information so that it can be used in the game.
- Signal Treatment: this determines how the signal is collected (data sampling, filtering, etc.), whether there is a need for signal amplification via software, how valid data are extracted, and how these valid data are used in the game.
- Combination: This receives the signals from the devices and determines how each of them will proceed: (i) if flexible (one signal OR the other); (ii) with different assignments (one makes A, the other makes B); (iii) as a fusion of redundant modalities (one and one); (iv) as a fusion of complementary modalities (one and the other); (v) or directly (when there is only one signal). At the end of the combination of the signals, they are sent to the Adaptation Grid core.
- Adaptation Grid: this is responsible for performing the tests, parameterized by a therapist, to generate adaptations that can affect the mechanics, dynamics, and aesthetics of the SEG. It deals only with adaptations for flow purposes (maintaining player interest) and for physical evaluation (monitoring), but this core allows the addition of as many tests and adaptations as necessary, accounting for possible conflicts among triggers (values set by therapists that require changes to be made).
- Fission: this analyzes the feedback message from the core game and delivers it to the player via the devices available, for example, a monitor and a speaker sound box.
- Interaction Module: This is responsible for applying the adaptations and the interaction into the SEG. This module has 6 distinct cores:
- Mechanics: this is responsible for the actions to be performed, such as jumping or walking, based on the information received from the Adaptation Grid.
- Dynamics: this is responsible for the difficulty of the game; it controls parameters such as speed, number of repetitions, size of obstacle collision areas, height of target collision areas, score formula, etc.
- Aesthetics: this determines the visual aspects of the game, such as colors, shapes, and sizes of objects.
- Game: where the mechanical, dynamic, and aesthetic aspects are applied.
- Storage: this is where game data as well as device signals are recorded, separated by player and timeline.
- Profile: this is a core that serves the Adaptation Grid and the mechanics, dynamics, and aesthetics cores, so that the adaptations are made in accordance with users’ capabilities and pathologies.
2.2. Unconscious Flow
2.3. Feedback Flow
- Game: this core sends a response message to the Mixer module.
- Profile: this is a core that helps the Mixer module to send messages consistent with the player’s profile. For instance, if the player has a hearing impairment condition the Mixer module should not send a response on an audio channel or send it at a specific audible frequency.
- Mixer Module: this now triggers the fifth core, fission, which analyzes the possibilities and selects the devices to deliver the game response.
2.4. Features of the 123-SGR Architecture
- At the signal level, where the voltage and current in analogic or digital forms are manipulated.
- At the data level, where the signal level is made available as a sequence of values in the computer.
- At the feature level, where elements of game design that refer to parameters such as target height, size of obstacles, space between objects, and game speed, for instance are manipulated.
- At the decision level, where the signals from patient interaction are applied to modifications in the game.
2.5. Quality Attribute Scenarios
2.5.1. Availability Scenario
- Uptime: “I Blue It” targets a minimum 95.0% uptime.
- Rapid Recovery: system recovery is achieved within minutes.
- Proactive Notifications: users are alerted about potential disruptions.
- Redundancy: key components, like devices and databases, have redundancy.
- Continuously monitor for availability.
- Use the “123-SGR” architecture for resilience and adaptability.
- Set clear maintenance protocols.
- Source: an external device.
- Stimulus: a failure (crash).
- Artifact: communication channels.
- Environment: normal operation.
- Response:
- ○
- Log the failure.
- ○
- Notify relevant entities.
- ○
- Address the failure and mitigate.
- Response measure:
- ○
- The failure is addressed within minutes.
2.5.2. Accuracy Scenario
- Input Processing: system accurately interprets inputs.
- Objective Metrics: system accuracy is quantifiable.
- Alignment: system accuracy aligns with user expectations.
- Emphasize algorithm accuracy.
- Use quality attribute scenarios.
- Adjust based on feedback.
- Source: patient interacting with the system.
- Stimulus: user input during a session.
- Artifact: “I Blue It” SEG.
- Environment: active user interaction session.
- Response:
- ○
- Processes input using Decision, Action, Perception, and Interpretation.
- ○
- Provide accurate feedback.
- Response Measure:
- ○
- Process inputs with 95% accuracy.
2.5.3. Adaptation and Flexibility Scenario
- Modal Adaptability: the system transitions between modalities.
- User Experience: seamless interactions.
- Signal Integration: modalities are integrated for comprehensive data.
- Recognize and adapt to different devices.
- Integrate diverse signals.
- Optimize user experience across different devices.
- Source: patient using a specific device, e.g., PITACO.
- Stimulus: device interaction.
- Artifact: “I Blue It” SEG.
- Environment: rehabilitation session.
- Response:
- ○
- The system detects and adapts to the device.
- ○
- Integrates device signals.
- ○
- Provides tailored interaction.
- Response Measure:
- ○
- System adapts according to measures detected by the devices.
2.5.4. Interoperability Scenario
- Data Accuracy: Precise physiological measurements are provided.
- Real-Time Monitoring: game features adapt according to physiological data.
- Reliability: data acquisition and processing are consistent.
- Patient Safety: patient well-being is prioritized.
- Validate data for accuracy.
- Monitor and adjust based on safety.
- Source: physiological sensors worn by the patient.
- Stimulus: data capture, e.g., heart rate.
- Artifact: Mixer module of the game’s architecture.
- Environment: rehabilitation session.
- Response:
- ○
- Capture and process data.
- ○
- Therapists monitor.
- Response Measure:
- ○
- Game parameters change immediately after reasoning.
3. Implementation Results: A New Version of an SEG
3.1. SEG I Blue It
- It is an open-source project freely available in C# and is Unity® engine-based.
- The assembly of the ID is also available and detached freely.
- It benefits greatly from the ability to use other IDs because not all respiratory dysfunctions deal with airflow, but also with air pressure and other aspects. Thus, it benefits from multimodal flexibility.
- It benefits greatly from the ability to use other IDs because respiratory exercises can make someone faint; this can be identified through peripheral oxygen saturation or heart rate, for instance. Thus, it benefits from multimodal monitoring.
- It benefits greatly from the ability to use IDs alongside others because some exercises aim to change patients’ breathing, and not only the amount of airflow one can produce but also how muscles, postures, and other measures are adjusted. Thus, it benefits from multimodal complementarity.
3.2. Interaction Devices (ID)
- Based on the PITACO ID, we created the MANO-BD (Digital Bidirectional Manovacuometer), an ID that captures the air pressure blown into the device. A MANO-BD ID is composed of an absolute pressure sensor, model MPX5700; an Arduino for electronic prototyping, model Uno Revision 3; a connection between the sensor and Arduino, which is made using flat cables; a PVC tube into which the player blows; and a PVC cap to prevent the air from escaping.
- A Pressure Belt ID was created to measure the pressure exerted by the chest or abdomen of the player against the belt while using the game. The Pressure Belt is composed of a resistive force sensor, model FSR402; an Arduino, model Uno Revision 3; and a connection between the sensor and Arduino, which is made using flat cables located inside a rigid metal can. The Pressure Belt uses an adjustable nylon strap with Velcro around the chest holding the ID in place to measure respiratory effort and respiratory rate.
- An Oximeter ID was built to measure the blood oxygen saturation and the heart rate of the player while using the game. The Oximeter ID is composed of an oximetry sensor, model MAX30102; a connection bar to weld the sensor; an Arduino, Model Nano Revision 3; and a connection between the sensor and Arduino, which is made with flat cables on a 70-point mini protoboard.
3.3. Multimodality Analysis
- Combination 01: can estimate whether a player is commanding the game through predominantly thoracic or predominantly diaphragmatic breathing and determines the volume of the player’s respiratory flow.
- Combination 02: this can also estimate whether a player is commanding the game through predominantly thoracic breathing, or diaphragmatic, and provides the measure of the pressure exerted by the musculature of the player’s respiratory tract.
3.4. Conscious Flow
3.5. Unconscious Flow
- Mixer Module:
- Signal Deaggregator: used in the Oximeter, whose signal is composed of the player’s arterial oxygen saturation (SpO2) and the heart rate (HR) (see Figure 4).
- Signal Treatment: Amplification: not required. Sampling: 98/min. In-game use: speed parameter (default value: 10/min).
- Adaptation Grid: The SEG adapts according to the percentage of the player’s SpO2. If it falls in a given range, the speed of the game is decreased; if it falls below a second safety threshold, the game is interrupted to avoid implications to the player’s health.
- Interaction Module
- Mechanics: responsible for changing the speed of the game.
- Dynamics: generates an easier level or an interruption.
- Aesthetics: not used.
- Game: multimodal I Blue It receives and applies the elements of the previous three cores.
- Storage: game data and ID signals are all stored in a player-separated record chronologically.
3.6. Feedback Flow
- Mixer Module: this now triggers the fifth core, fission, which combines the message returned by the game and the player profile, and delivers it to the player through the available and appropriate devices, such as a monitor and a sound box.
3.7. Combination Processes in the Multimodal I Blue It SEG
- The association of the signals of both is performed, and the resulting signal is the junction of 75% of PITACO’s and 25% of the Pressure Belt’s signals, making PITACO the preferred ID (percentages are customizable parameters, the values entered here are for example only).
- The association of the signals of both is performed, and the resulting signal is the junction of 25% of PITACO’s and 75% of the Pressure Belt’s signals, making the belt the preferred ID (values just for example).
- The negative values of PITACO and the positive values of the Pressure Belt are used.
- The positive values of PITACO and the negative values of the Pressure Belt are used.
4. Assessment Result: Is the New Multimodal SEG Any Better?
5. Discussion
5.1. About the 123-SGR Architecture
- The flexibility functionality is seen not only as the equivalence functionality (CARE), which selects between two or more modalities. This functionality in 123-SGR also determines that the application can be flexible enough to lose or gain modalities at run time.
- The complementarity functionality not only allows the fusion of different modalities (as the CARE functionality describes), but determines that it can be produced in different ways, according to mathematical equations (+, −, *, /, potentiation, weighting, module, etc.) or by giving parts of the same task to each modality (as demonstrated by Figure 5).
- The functionalities of assignment and redundancy (CARE) can also be achieved via the 123-SGR architecture. However, they were not used in the SG for the area of physical rehabilitation, because the assignment (one performs task A, another performs task B) is usually implemented in software in general and does not allow a diversity of possibilities (since it does not perform fusion). A typical example of an assignment that occurs on multiple systems is use of a mouse device, typically used to click buttons/menus and a keyboard device to generate text in writing fields. Redundancy, on the other hand, has been interpreted as a CARE functionality to increase software reliability (higher availability) so that it merges but no information is supplemented. There is no extra information beyond that achieved with individual modalities/devices. For this reason, it did not gain relevance to the present SEG proof of concept.
- Monitoring is a functionality designed particularly for physical rehabilitation with SEGs because while requiring physical exercise, damage resulting from effort may occur that is not noticeable without the use of physiological sensors. Considered the single most necessary functionality according to the professionals (after the general concept of multimodal interaction), monitoring can be achieved through any of the four CARE functionalities: via equivalence, if choosing between one device (in this context, a device is a wrapper of one or more sensors) with the same sensory ability; via assignment, using more than one device, each with a different task; via redundancy, using equal devices with data united contingently (reliability); and via complementarity, in which different devices complement each other to achieve more complete information about the physiological state of the player.
5.2. About the Multimodal I Blue It SEG
5.3. About the Evaluation
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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ID | Requirements | How | Why |
---|---|---|---|
R1 | The objective was to read several sensors/devices (of the same type, or not) to connect and use them at the same time [8]. | All devices are connected via the “Signal Deaggregator” module. | This is a requisite to achieve complementarity. |
R2 | The Decision, Action, Perception, and Interpretation states were used [18]. | States represent groups of modules. | These are usual multimodal interaction processing states. |
R3 | A module for structuring and storing data has been incorporated [19]. | A “Profile” module was included. | The “Profile” module is necessary to organize and store data efficiently, ensuring that relevant information is readily available for the application’s use. |
R4 | The SEG must intercept the signals from the game controllers before they are used in the game, simultaneously receive physiological signals from the player as inputs, then adapt the signals of the controllers accordingly to these physiological signs [20]. | The “Mixer” module performs this task. | This interception process is crucial to ensure that the game responds appropriately to the player’s physiological state. |
R5 | Physiological data (e.g., heart rate) should be measured to reduce or increase the level of difficulty of the game, to promote patient safety [24]. | All signals are dealt with through the same modules. | By measuring physiological data, the SEG can dynamically adjust the difficulty level of the game to match the patient’s current physical condition. |
R6 | An SEG should monitor the player’s progress over several matches and adapt the difficulty level according to the player’s current skill level (Flow) [9,21]. | Progress monitoring is achieved through tracking the player’s performance in multiple matches and analyzing their skill level (Flow). | By monitoring the player’s progress, the SEG can dynamically adjust the game’s difficulty level, providing an engaging experience that challenges the player appropriately and encourages skill improvement. |
R7 | Fusion, fission, flexibility/equivalence, and complementarity must be allowed [18]. | Specific modules to achieve this are in place. | It would allow any combination of the input signals. |
R8 | Signals should be mediated via a component that has the role of managing the paths of each modality [25]. | It is achieved through grid evaluation. | It would allow the software design to decide what to do. |
R9 | Modalities should be allowed to be changed, removed, and added dynamically at runtime (gameplay) [22]. | The “Signal Deaggregator” module allows a play and play feature. | It is a requirement for easy, practical, basic, daily use. |
R10 | The SEG should be loaded with predefined values. Parameters previously established by the therapist define the game controls and the settings of these controls based on the patient’s needs [22]. | The “Profile” database stores all relevant data. | It is a requirement for easy, practical, basic, daily use. |
R11 | The four functionalities of the CARE [15] multimodal design have been incorporated in the form of flexibility/equivalence, complementarity, assignment, and redundancy functionalities. | See Section 5 for details. | To better achieve usability of multimodal systems. |
R12 | It is necessary to adapt elements of the game (mechanics, level design, parameters) so that they affect, for example, the interval between the appearance of virtual objects, or the size of these objects [21]. | The architecture sought to show the three conceptual elements of game design through examples of what can be developed in each category, and this is a way to help divide and classify the parts of a game, such as mechanics, dynamics, and aesthetics. | Since it is an architecture for digital games, conceptual elements of game design were used [25]: mechanics: represents algorithms, rules, actions, and other game components; dynamics: resulting from the interaction between the player and mechanics; and aesthetics: represents what the game looks like, or even the subjective emotional response of the player while gaming. By dividing and classifying the parts, one understands better what is intended, which improves the design and development of the game/system. |
ID | Conscious Actions | |||||
---|---|---|---|---|---|---|
Inspiration | Expiration | Flow Duration | Flow Volume | Strength | Pressure | |
PITACO | x | x | x | x | x | |
MANO-BD | x | x | x | x | x | |
Pressure Belt | x | x | x |
Complementarity (and) | |||||
---|---|---|---|---|---|
ID | Inspiration | Expiration | Flow Duration | Flow Volume | Pressure |
Combination 01 | |||||
PITACO | x | x | x | x | |
Pressure Belt | x | x | x | ||
Combination 02 | |||||
MANO-BD | x | x | x | x | |
Pressure Belt | x | x | x |
Question | Mode [1–5] | Mean [1–5] | Standard Deviation | ||
---|---|---|---|---|---|
Q1 | Multimodal Interaction | Important | 5 | 4.67 | 0.55 |
Q2 | Multimodal Interaction | Necessary | 5 | 4.52 | 0.51 |
Q3 | Multimodal Interaction | Practical | 5 | 4.19 | 0.96 |
Q4 | Flexibility/Equivalence | Important | 5 | 4.59 | 0.84 |
Q5 | Flexibility/Equivalence | Necessary | 5 | 4.37 | 0.93 |
Q6 | Flexibility/Equivalence | Practical | 5 | 4.19 | 1.08 |
Q7 | Complementarity | Important | 5 | 4.44 | 1.01 |
Q8 | Complementarity | Necessary | 5 | 4.3 | 1.03 |
IQ9 | Complementarity | Practical | 5 | 3.89 | 1.19 |
Q10 | Monitoring | Important | 5 | 4.52 | 1.01 |
Q11 | Monitoring | Necessary | 5 | 4.48 | 1.01 |
Q12 | Monitoring | Practical | 5 | 4.15 | 1.2 |
Health Professionals | |||||
---|---|---|---|---|---|
Question | Mode [1–5] | Mean [1–5] | Standard Deviation | ||
Q1 | Multimodal Interaction | Important | 5 | 4.54 | 0.52 |
Q2 | Multimodal Interaction | Necessary | 4 | 4.46 | 0.52 |
Q3 | Multimodal Interaction | Practical | 5 | 4.31 | 0.75 |
Q4 | Flexibility/Equivalence | Important | 5 | 4.77 | 0.44 |
Q5 | Flexibility/Equivalence | Necessary | 4 | 4.46 | 0.52 |
Q6 | Flexibility/Equivalence | Practical | 5 | 4.46 | 0.66 |
Q7 | Complementarity | Important | 5 | 4.69 | 0.48 |
Q8 | Complementarity | Necessary | 5 | 4.62 | 0.51 |
Q9 | Complementarity | Practical | 5 | 4.23 | 0.83 |
Q10 | Monitoring | Important | 5 | 4.69 | 0.48 |
Q11 | Monitoring | Necessary | 5 | 4.69 | 0.48 |
Q12 | Monitoring | Practical | 5 | 4.54 | 0.66 |
Technology Professionals | |||||
---|---|---|---|---|---|
Question | Mode [1–5] | Mean [1–5] | Standard Deviation | ||
Q1 | Multimodal Interaction | Important | 5 | 4.77 | 0.6 |
Q2 | Multimodal Interaction | Necessary | 5 | 4.54 | 0.52 |
Q3 | Multimodal Interaction | Practical | 5 | 4.23 | 1.01 |
Q4 | Flexibility/Equivalence | Important | 5 | 4.38 | 1.12 |
Q5 | Flexibility/Equivalence | Necessary | 5 | 4.23 | 1.24 |
Q6 | Flexibility/Equivalence | Practical | 5 | 4.08 | 1.26 |
Q7 | Complementarity | Important | 5 | 4.15 | 1.34 |
Q8 | Complementarity | Necessary | 5 | 3.92 | 1.32 |
Q9 | Complementarity | Practical | 5 | 3.69 | 1.38 |
Q10 | Monitoring | Important | 5 | 4.31 | 1.38 |
Q11 | Monitoring | Necessary | 5 | 4.23 | 1.36 |
Q12 | Monitoring | Practical | 5 | 3.92 | 1.44 |
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Dias, C.; Nery, J.T.C.; Hounsell, M.d.S.; Leal, A.B. A Multimodal Software Architecture for Serious Exergames and Its Use in Respiratory Rehabilitation. Sensors 2023, 23, 8870. https://doi.org/10.3390/s23218870
Dias C, Nery JTC, Hounsell MdS, Leal AB. A Multimodal Software Architecture for Serious Exergames and Its Use in Respiratory Rehabilitation. Sensors. 2023; 23(21):8870. https://doi.org/10.3390/s23218870
Chicago/Turabian StyleDias, Claudinei, Jhonatan Thallisson Cabral Nery, Marcelo da Silva Hounsell, and André Bittencourt Leal. 2023. "A Multimodal Software Architecture for Serious Exergames and Its Use in Respiratory Rehabilitation" Sensors 23, no. 21: 8870. https://doi.org/10.3390/s23218870
APA StyleDias, C., Nery, J. T. C., Hounsell, M. d. S., & Leal, A. B. (2023). A Multimodal Software Architecture for Serious Exergames and Its Use in Respiratory Rehabilitation. Sensors, 23(21), 8870. https://doi.org/10.3390/s23218870