Gamification and Virtual Reality for Tongue Rehabilitation
dc.contributor.author
dc.date.accessioned
2024-01-17T16:43:41Z
dc.date.available
2024-01-17T16:43:41Z
dc.date.issued
2023-11-06
dc.identifier.uri
dc.description.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
dc.description.sponsorship
This work was supported in part by Ministerio de Ciencia e Innovación (MICIN) (Ayudas a proyectos de I+D+i paralarealización de pruebas de concepto 2021) under Grant PDC2021-120997-C32, and in part by MICIN under Grant PID2019-106426RB-C31
dc.format.extent
10 p.
dc.format.mimetype
application/pdf
dc.language.iso
eng
dc.publisher
IEEE
dc.relation
PID2019-106426RB-C31
PDC2021-120997-C32
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Reproducció digital del document publicat a: https://doi.org/10.1109/ACCESS.2023.3330689
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Ieee Access, 2023, vol. 11, p. 124975-124984
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Articles publicats (D-IMAE)
dc.rights
Reconeixement-NoComercial-SenseObraDerivada 4.0 Internacional
dc.rights.uri
dc.source
Rodríguez Benítez, Antonio Chover, Miguel Boada, Imma 2023 Gamification and Virtual Reality for Tongue Rehabilitation Ieee Access 11 124975 124984
dc.subject
dc.title
Gamification and Virtual Reality for Tongue Rehabilitation
dc.type
info:eu-repo/semantics/article
dc.rights.accessRights
info:eu-repo/semantics/openAccess
dc.relation.projectID
info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/PID2019-106426RB-C31/ES/TECNOLOGIAS INTERACTIVAS PARA MEJORAR LOS JUEGOS SERIOS PARA LA EDUCACION, LA SALUD Y LA INDUSTRIA - UDG/
info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/PDC2021-120997-C32/ES/AVANCES EN LA CREACIÓN E INTERACCIÓN DE CONTENIDOS PARA JUEGOS DE FITNESS - FITGAMES (NextGenerationEU)/
dc.type.version
info:eu-repo/semantics/publishedVersion
dc.identifier.doi
dc.identifier.idgrec
037586
dc.contributor.funder
dc.relation.FundingProgramme
dc.relation.ProjectAcronym
dc.identifier.eissn
2169-3536
dc.description.ods
3. Salut i benestar