Imperial College London

ProfessorEtienneBurdet

Faculty of EngineeringDepartment of Bioengineering

Professor of Human Robotics
 
 
 
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Contact

 

e.burdet Website

 
 
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Location

 

419BSir Michael Uren HubWhite City Campus

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Summary

 

Publications

Citation

BibTex format

@article{Mace:2017:10.1186/s12984-017-0319-x,
author = {Mace, M and Kinany, N and Rinne, P and Rayner, A and Bentley, P and Burdet, E},
doi = {10.1186/s12984-017-0319-x},
journal = {Journal of NeuroEngineering and Rehabilitation},
title = {Balancing the playing field: collaborative gaming for physical training.},
url = {http://dx.doi.org/10.1186/s12984-017-0319-x},
volume = {14},
year = {2017}
}

RIS format (EndNote, RefMan)

TY  - JOUR
AB - BACKGROUND: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs. able-bodied partnerships. METHODS: A virtual task consisting of a dynamic ball on a beam, is controlled at each end using independent digital force-sensing handgrips. Interaction is mediated through simulated physical coupling and locally-redundant control. Game performance was measured in 16 healthy-healthy and 16 patient-expert dyads, where patients were hemiparetic stroke survivors using their impaired arm. Dual-player was compared to single-player performance, in terms of score, target tracking, stability, effort and smoothness; and questionnaires probing user-experience and engagement. RESULTS: Performance of less-able subjects (as ranked from single-player ability) was enhanced by dual-player mode, by an amount proportionate to the partnership's mismatch. The more abled partners' performances decreased by a similar amount. Such zero-sum interactions were observed for both healthy-healthy and patient-expert interactions. Dual-player was preferred by the majority of players independent of baseline ability and subject group; healthy subjects also felt more challenged, and patients more skilled. CONCLUSION: This is the first demonstration of implicit skill balancing in a truly collaborative virtual training task leading to heightened engagement, across both healthy subjects and stroke patients.
AU - Mace,M
AU - Kinany,N
AU - Rinne,P
AU - Rayner,A
AU - Bentley,P
AU - Burdet,E
DO - 10.1186/s12984-017-0319-x
PY - 2017///
SN - 1743-0003
TI - Balancing the playing field: collaborative gaming for physical training.
T2 - Journal of NeuroEngineering and Rehabilitation
UR - http://dx.doi.org/10.1186/s12984-017-0319-x
UR - http://hdl.handle.net/10044/1/54088
VL - 14
ER -