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Sunday, November 24, 2013

Rehab Games (NaGaWriMo Day 24)

Day 24 of National Game Writing Month! These game concepts are silly one-offs that will never be considered for production. If you’re inspired by one, feel free to use it, but it would be nice if you told me!

This game is inspired by my childhood experiences with asthma. My parents took me to a specialist or two and they had specially designed test to test the breathing ability of  young children. They would stick this sensor in your mouth and tell you to blow as much air as you could. The senor was attached to a computer which ran a special program so on the monitor you could see a balloon moving across the screen in correlation to how hard you blew.

And thinking of it now raises two questions.
  1. What other unique control options are there for interaction besides the standard fingers?
  2. Using that type of implementation, via a game-esque interface, made it a lot less scary for me as a small child and much more approachable. How else can implementation like this be used for beneficial purpose?
The answer that keeps coming to me is to use these two concepts in tandem for rehabilitation purposes. Although I know that there are some places where things like this already exist, there is always room for more.

Idea 1 is to have a sensor that response to pressure that one can hold their hands. It can serve to build strength in the hand, using various degrees of resistance. The physical input will correspond to an in game reaction of a climber climbing the side of a mountain. The stronger the grip, the better the climber does. The climbing simulation adjusts in difficulty to match that of the resistance on the pressure sensor. Programs can also be set so that after  certain amount of time the climber will reach the top ending the rehab for that day with a sense of accomplishment.

Idea 2 is for leg, walking, running and balance rehab. Modifying a treadmill so it responds dynamically to the program. The program itself is responding to the actions of the patient. As the patient walks or runs the environment presented on the screen (or better yet, VR helmet) changes with them allowing for a greater sense of distance traveled and accomplishment. The program also generates tracks to help with the rehab inserting inclines and declines where they will be most beneficial. The treadmill will incline and decline as the program does providing a seamless integration of tactile input and virtual response.

Want to do your own NaGaWriMo? It’s fine if you start late. It’s a made-up challenge. Write a good one and include the hash-tag!

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