ABSTRACT
The present study describes the proposal a solution computing
based on the context of the Serious Game, to support in the process
of physical rehabilitation of patients amputees of upper limbs.
Therefore, when we developed a serious game PhysioPong, we
expect that the proposal serves as a training tool, integrated into
the technical monitoring of electromyography signal to assist in
the early stages of the rehabilitation process of these patients. This
training as physically strengthens the muscles so that they can
later be protected, as well as provide the patient with a motivator
environment for the treatment. Furthermore, another tool functionality
is to create an environment for physical therapists to follow
the progress of these individuals over the rehabilitation process.
Nowadays, serious games have had been employed as a tool that
can be used for several purposes, bringing a ludic experience of
the players. The PhysioPong was developed by using the Unity
game engine, combined with a sensor node module that aims to
collect data from the myoelectric signals generates by a muscular
contraction of an individual, being possible to perform actions in
a game. To further measure the present purpose have been performing
a usability test, furthermore scientific experiments with
amputees patients. These experiments were carried together by
physiotherapists of the physic rehabilitation service. The evaluation
performed about the tool indicated promising results with a
usability and mechanic appropriated, basing the use of PhysioPong.
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