Proteo: A Framework for Serious Games in Telerehabilitation
Abstract
:1. Introduction
2. Materials and Methods
2.1. Serious Game Implementation with Proteo
2.1.1. GymTetris
2.1.2. Problem Solving Task
- Questionnaire page creation;
- Cognitive task page creation;
- Avatar creation;
- User attention trigger.
2.2. Sample and Recruitment
2.3. Outcome Measures
2.4. Data Analysis
3. Results
3.1. Users’ Previous Knowledge
3.2. Involvement of the Therapist Users
3.3. Level of Suitability
3.4. End Users’ Previous Knowledge
3.5. Involvement of the User
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Appendix A.1. Proteo Architecture
Appendix A.2. Server Application
- A call-based authentication system, based on keyed-hash message authentication codes (HMAC) and tokens;
- A plugin-oriented permission management.
- If the credentials are missing (or incorrect), a Lua script is returned that allows a login page to be displayed with the possibility of registering or recovering a lost password. This interface is written using the client’s graphical API and can be modified to adapt it graphically and functionally to requirements;
- The login is successful, and the requested script is returned (together with the token, see security module).
- To activate or deactivate plugins that the server loads at start-up;
- To create and deactivate users;
- To change user passwords;
- To edit user permissions.
- [GET proteo/permissions:] which returns the permissions needed to access the individual scripts;
- [GET proteo/script/:script:] which checks whether the user has permission to access the script and if so, returns it encapsulated with JSON;
- [GET proteo/lib/:lib:] which returns the requested library to the client. Libraries are not handled with permissions, but there is an array in the script that identifies which libraries a client can request.
Client Application
- Shape: the drawing vector;
- Skeleton: a set of interconnected bones used for animation.
- For each polygon belonging to the shape to be connected, the nearest bone is calculated;
- Of the nearest bone, all bones belonging to the same group are taken;
- Weights are calculated for each bone belonging to this group.
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Question | Response | ||||
---|---|---|---|---|---|
Not at All–Very Much | |||||
Previous knowledge/experience | |||||
Q1. Please indicate your level of computer experience | 1 | 2 | 3 | 4 | 5 |
Q2. Indicate your level of experience with the apps on your computer | 1 | 2 | 3 | 4 | 5 |
Q3. Have you ever used a system similar to Proteo? | No | Yes | |||
Q4. Indicate your level of knowledge of serious games | 1 | 2 | 3 | 4 | 5 |
Q5. Indicate your level of knowledge in creating serious games | 1 | 2 | 3 | 4 | 5 |
Q6. Indicate your level of knowledge of the security/privacy | 1 | 2 | 3 | 4 | 5 |
Level of involvement | |||||
Q7. I enjoyed trying Proteo | 1 | 2 | 3 | 4 | 5 |
Q8. I felt involved | 1 | 2 | 3 | 4 | 5 |
Q9. I felt tired | 1 | 2 | 3 | 4 | 5 |
Q10. I felt bored | 1 | 2 | 3 | 4 | 5 |
Level of adequacy/suitability | |||||
Q11. Were you successful using the system? | 1 | 2 | 3 | 4 | 5 |
Q12. Were you able to control the system? | 1 | 2 | 3 | 4 | 5 |
Q13. Is the information provided by the system clear? | 1 | 2 | 3 | 4 | 5 |
Q14. Do you think that this system will be helpful for telerehabilitation? | 1 | 2 | 3 | 4 | 5 |
Q15. How difficult did you find the system? | 1 | 2 | 3 | 4 | 5 |
Q16. How difficult did you find the task? | 1 | 2 | 3 | 4 | 5 |
Q17. Did you feel discomfort during your experience with the system? | 1 | 2 | 3 | 4 | 5 |
Q18. If yes, why? |
Previous Experience | Median | Interquartile Range |
---|---|---|
Computer experience | 3 | 2–4 |
Apps experience | 3 | 2–4 |
Serious game knowledge | 2 | 1–3 |
Serious game creation | 1 | 1–2 |
Security rules knowledge | 3 | 2–4 |
Level of involvement | ||
Level of enjoyment | 4 | 4–5 |
Level of involvement | 4 | 4–5 |
Level of tiredness | 2 | 1–3 |
Level of boredom | 1 | 1–2 |
Level of suitability | ||
Successfulness | 4 | 3–4 |
Ability to control | 3 | 3–4 |
Clarity | 4 | 3–4 |
Helpfulness | 4 | 3–5 |
Difficulties with the system | 3 | 2–3 |
Difficulty with the task | 2 | 2–3 |
Previous Experience | Median | Interquartile Range |
---|---|---|
Computer experience | 5 | 3–5 |
Apps experience | 4 | 1–5 |
Serious game knowledge | 3 | 1–5 |
Security rules knowledge | 2 | 3–5 |
Level of involvement | ||
Level of enjoyment | 4 | 4–5 |
Level of involvement | 3 | 3–5 |
Level of tiredness | 1 | 1–1 |
Level of boredom | 2 | 1–3 |
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Bernava, G.; Nucita, A.; Iannizzotto, G.; Caprì, T.; Fabio, R.A. Proteo: A Framework for Serious Games in Telerehabilitation. Appl. Sci. 2021, 11, 5935. https://doi.org/10.3390/app11135935
Bernava G, Nucita A, Iannizzotto G, Caprì T, Fabio RA. Proteo: A Framework for Serious Games in Telerehabilitation. Applied Sciences. 2021; 11(13):5935. https://doi.org/10.3390/app11135935
Chicago/Turabian StyleBernava, Giuseppe, Andrea Nucita, Giancarlo Iannizzotto, Tindara Caprì, and Rosa Angela Fabio. 2021. "Proteo: A Framework for Serious Games in Telerehabilitation" Applied Sciences 11, no. 13: 5935. https://doi.org/10.3390/app11135935
APA StyleBernava, G., Nucita, A., Iannizzotto, G., Caprì, T., & Fabio, R. A. (2021). Proteo: A Framework for Serious Games in Telerehabilitation. Applied Sciences, 11(13), 5935. https://doi.org/10.3390/app11135935