학술논문

Gamification and Virtual Reality for Tongue Rehabilitation
Document Type
Periodical
Source
IEEE Access Access, IEEE. 11:124975-124984 2023
Subject
Aerospace
Bioengineering
Communication, Networking and Broadcast Technologies
Components, Circuits, Devices and Systems
Computing and Processing
Engineered Materials, Dielectrics and Plasmas
Engineering Profession
Fields, Waves and Electromagnetics
General Topics for Engineers
Geoscience
Nuclear Engineering
Photonics and Electrooptics
Power, Energy and Industry Applications
Robotics and Control Systems
Signal Processing and Analysis
Transportation
Tongue
Games
Cameras
Resists
Virtual reality
Video games
Tracking
Medical treatment
Voice activity detection
Patient rehabilitation
gamification
rehabilitation
speech therapy
Language
ISSN
2169-3536
Abstract
Purpose: Lingual exercises based on tongue movements are common in speech therapy. These exercises can be tedious for patients, but gamification and virtual reality (VR) with head-mounted displays (HMD) can serve as effective strategies to enhance their motivation and engagement. However, the use of these technologies can be challenging for therapists due to a lack of technological skills. Material and Methods: A new system to support HMD-based VR for gamified tongue rehabilitation exercises is proposed. The system offers a variety of games that challenge users to achieve their goals through tongue movements and sound interaction. These games support different interaction actions that can be set by therapists using easy-to-use editors. The system also provide functionalities for patient follow-up. The system has been implemented and tested considering different technologies such as mobile devices, personal computers, and HMD complemented with an external camera to properly capture the tongue movements. Results: The therapists found the system to be user-friendly, requiring no additional support for effective utilization. The system’s versatility allows it to be used on mobile devices, as well as with augmented and virtual reality techniques, resulting in more engaging rehabilitation sessions. However, the sensibility of device movements to face detection strategies is a limiting factor of this configuration. In the case of using personal computers with HMD, better results are obtained and especially when virtual reality is considered. In this last case, it is better to consider illuminated scenarios to ensure the proper detection of facial movements. Conclusion: HMD-based VR for gamified tongue rehabilitation with ease to use editors to prepare sessions is a good strategy to improve patient engagement in tongue rehabilitation sessions.