9 research outputs found

    Designing Wiimprovisation for Mediation in Group Music Therapy with Children Suffering from Behavioral Disorders

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    International audienceWe present qualitative experimental evidence that the "Wiimprovisation" process of using Nintendo Wiimotes as virtual instruments linked to a musical sound system within the framework of Group Music Therapy sessions can provide effective psychodynamic mediation for patients. We designed and implemented specific modalities for movement-based sound control and tested our tool in two clinical settings with children (age 7 to 12) suffering from behavioral disorders. Our preliminary results show immediate acceptance of, long term motivation for and meaningful expression through our system by patients. Future work will focus on assessing the therapeutic potential of our platform's personalization features in a controlled experiment

    A UTILIZAÇÃO DO XBOX 360 KINECT COMO AUXILIO NO TRATAMENTO DE PESSOAS COM DEPRESSÃO.

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    A depressão já ocupa o 4º lugar entre as principais doenças que acometem pessoas no mundo, a mesma pode causar danos sérios a saúde como a redução de apetite, o que leva a uma grande perda de peso em um curto espaço de tempo, hiperfagia, insônia ou hipersonia, fadiga, baixa autoestima, pouca concentração, dificuldades de tomar decisão, sentimento de desesperança e tristeza profunda. Em casos muito extremos, a pessoa pode até chegar a cometer suicídio. Porém, existem várias formas de tratar a depressão, que pode ser por intermédio de tratamento medicamentoso ou não. Dentre os não medicamentoso uma nova ferramenta que merece destaque como uma possibilidade de tratamento terapêutico é o Xbox 360 com Kinect. Esta pesquisa tem como objetivo analisar a influência da utilização do Xbox 360 Kinect como auxílio no tratamento não medicamentoso de pessoas com depressão no Centro de Atenção Psicossocial II de Altamira/PA. Trata-se de um estudo epidemiológico descritivo de abordagem quantitativa. Foram analisados 15 participantes com depressão no qual foi aplicado o inventario de Beck de Depressão antes e após a intervenção de 16 sessões com o Xbox 360 Kinect com os jogos de Just Dance e Kinect Sport durante 8 semanas com duração de uma hora, os dados foram analisados em média e desvio padrão sendo representados em tabelas e gráficos. Os resultados mostraram que houve redução no grau de depressão da escala de grave para moderado e para leve em nove participantes e de moderado para leve em seis participantes

    O uso do Nintendo®Wii para reabilitação de escoliose postural: relato de caso / The use of Nintendo®Wii for rehabilitation of postural scoliosis: case report

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    Introdução: Atualmente pesquisadores começaram a dar importância aos videogames denominados “Exergames”, cuja particularidade principal é a interação física com o usuário, ou seja, jogos que ao mesmo tempo são uma forma de exercício, como por exemplo: o Nintendo® Wii. Estudos sobre a reabilitação com o Wii relatam uma boa e significativa aceitação de crianças com câncer ao tratamento de quimioterapia, a melhora de pacientes que tiveram acidente vascular encefálico (AVE), bem como no equilíbrio; aumento da coordenação motora, ganho de força muscular, amplitude de movimento, qualidade da marcha e correções posturais. Objetivo: relatar um caso em que foi utilizado exercícios por meio do Nintendo® Wii com a finalidade de correção postural, além de fazer uma descrição de exercícios do mesmo que podem ser utilizados para reabilitação postural. Método: foi avaliado um adolescente, do gênero masculino, PAV, com 14 anos de idade. Foi realizado fotografia, seguida de fotogrametria, nas vistas anterior, posterior e perfil. Paciente portador de escoliose postural destro-torácica, com ângulo de Cobb de 20 graus. O tratamento consistiu em 30 sessões de exercícios com utilizaçãoRmesmo concordou em não realizar nenhum tratamento concomitante a este proposto. Ao término do tratamento, as fotos foram repetidas e comparadas. O responsável pelo adolescente assinou o termo de consentimento livre e pós-esclarecimentos e a pesquisa  foi aprovada pelo Comitê de ética da Universidade Paulista – UNIP, com o  CAAE: 02057512.3.0000.5415.Resultados: Observou-se melhora na simetria de ombros e pelve na vista anterior e na vista em perfil, notou-se diminuição da cifose torácica e melhora da projeção anterior de cabeça. Apesar da melhora postural observada, os graus da escoliose não teve o grau diminuído. Conclusão: Concluiu-se com este estudo que a utilização do Nintendo Wii para reabilitação é valida, sendo uma proposta lúdica e promissora. Contudo, ainda existem poucos estudos sobre o assunto o que dificulta a previsão correta de todos os benefícios e possíveis riscos trazidos por esta tecnologia; sendo necessário novos  estudos envolvendo o tema.

    Singing Voices: A Digital Arts-Based Exploration of Recording and Visualizing Combined Vocal Parts

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    The purpose of this research study was to gain insight through the process of recording and visualizing voices singing together using digital technology. Three female adults and one male adult between the ages of 23-90, used various modes of artistic expression such as singing, free-writing, artmaking, songwriting, and music composition. Emphasis was placed on each participant recording and examining the aesthetic qualities of their combined voice parts. The questions that helped to guide this arts-based inquiry were: 1) How can digital technology be utilized to bring various vocal aspects of oneself together? 2) What are the impacts of visualizing a digital collage of one’s own recorded voices? and, 3) How can the combination of digital technology and one’s own recorded voices coming together inform, affirm, and support the various aspects of oneself? The central findings from this research included: using a focal point to build trust, awareness through visualizing self, and the importance of honest expression. Keywords: arts-based research, digital technology, music therapy, songwriting, singing, expressive therapie

    Computer-aided music therapy evaluation : investigating and testing the music therapy logbook prototype 1 system

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    This thesis describes the investigation and testing of a prototype music therapy practice evaluation system: Music Therapy Logbook, Prototype 1. Such a system is intended to be used by music therapists as an aid to their existing evaluation techniques. The investigation of user needs, the multi-disciplinary team work, the pre-field and field recording tests, and the computational music analysis tests are each presented in turn, preceded by an in depth literature review on historical and existing music therapy evaluation methods. A final chapter presents investigative design work for proposed user interface software pages for the Music Therapy Logbook system. Four surveys are presented (n = 6, n = 10, n = 44, n =125). These gathered information on current music therapy evaluation methods, therapists‘ suggested functions for the system, and therapists‘ attitudes towards using the proposed automatic and semi-automatic music therapy evaluation functions, some of which were tested during the research period. The results indicate enthusiasm for using the system to; record individual music therapy sessions, create written notes linked to recordings and undertake automatic and/or semi-automatic computer aided music therapy analysis; the main purpose of which is to quantify changes in a therapist‘s and patient‘s use of music over time, (Streeter, 2010). Simulated music therapy improvisations were recorded and analysed. The system was then used by a music therapist working in a neuro-disability unit, to record individual therapy sessions with patients with acquired brain injuries. These recordings constitute the first music therapy audio recordings employing multi-track audio recording techniques, using existing radio microphone technology. The computational music analysis tests applied to the recordings are the first such tests to be applied to recordings of music therapy sessions in which an individual patient played acoustic, rather than MIDI, instruments. The findings prove it is possible to gather objective evidence of changes in a patient‘s and therapist‘s use of music over time, using the Music Therapy Logbook Prototype 1 system.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Caractérisation des spécificités motrices d'utilisateurs en situation de handicap : application à la conception de systèmes personnalisables pour la pratique musicale instrumentale

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    The users and uses inclusion in product design remains a difficult aspect to be addressed, especially when their characterization is very specific (in the case of disabled people or situations of uses in stressful environments). In this context, the purpose of this work is to contribute to a better consideration of the users and uses by the implementation of tools and methods to characterize them. This characterization integrated into the design process, helped to meet the needs of AE2M Association (Ergonomic Adaptation of Musical Equipments). It aims to provide assistive technologies for people with physical impairments. These systems allow them to play musical instruments with the same level of independence that able-bodied people. In the context of this thesis, we firstly proposed a common conceptualization of "disability situation" in our context and have highlighted the constraints to the success of this thesis. Secondly, we did a bibliography study about design approaches in the disabled context, Human-Machine Interface in the musical context, and means and methods for the analysis of the users' motors specificities. This step allowed us to propose a generic design process approach adapted to the context of the design of assistive technology for people with physical impairments. This CARACTH method is inspired from the User Centered Design methodology to which we propose to insert: (1) a specific users' motor characterization step and (2) a modular architecture product definition step. These proposals permitted (3) to simplifying the iteration phases within the design process to allow a quick and effective personalization of the product (control and operative parts). Next, a set of experiments was conducted in the laboratory and in situ. They allowed offering and validating the modular product architecture pertinence for facilitating the assistive devices design for music practice, but also for proposing a system named KinecLAB to measure and interpret user's gestural capabilities. This KinectLAB system was tested and validated with professional physiotherapists in the Michallon Grenoble Hospital. Finally, our CARACTH process was applied to design a customizable system adapted to the physical capabilities of a disabled user. We confirmed its successful integration into a use situation during musical concert. We also studied the relevance of customization on user performances and workload.La prise en compte des usagers et des usages dans la conception des produits reste un aspect difficile à traiter, en particulier lorsque leur caractérisation est très spécifique (c'est le cas des personnes handicapées ou des situations d'usages dans des environnements contraignants). Dans ce contexte, l'objet de ces travaux est de contribuer à une meilleure prise en compte des usagers et usages par la mise en place d'outils et de méthodes permettant de les caractériser. Cette caractérisation, intégrée dans un processus de conception de produits, a contribué à répondre aux besoins de l'Association AE2M (Adaptation Ergonomique du Matériel Musical). Celle-ci a pour objectif de mettre à disposition de personnes en situation de handicap moteur des aides techniques leur permettant de jouer un ou plusieurs instruments de musique avec le même niveau d'autonomie que les personnes valides. Dans le cadre de ce travail de thèse, nous avons tout d'abord proposé une conceptualisation commune de ce qu'est une situation de handicap et avons mis en avant les conditions de bon déroulement des travaux de recherche. Dans un second temps, nous avons effectué une étude bibliographique centrée sur les approches de conception liée au handicap, les interactions Homme Machine dans le contexte musicale et les moyens et méthodes d'analyse des spécificités motrices des sujets. Cette étape nous a permis de proposé une méthode générique de processus de conception adapté au contexte de la conception d'aides techniques pour personnes en situation de handicap. Cette méthode nommée CARACTH est inspirée de la méthodologie de la Conception Centrée Utilisateur à laquelle nous proposons d'insérer : (1) une étape de caractérisation des spécificités motrices des utilisateurs et (2) une étape pour la définition d'une architecture produit modulaire. Ces évolution permettent notamment (3) de simplifier les phases d'itérations à l'intérieur du processus de conception pour permettre une personnalisation efficace et rapide du produit (partie commande et partie opérative). Nous présentons ensuite un ensemble d'expérimentations menées au laboratoire et sur le terrain. Elles ont permis de proposer et de valider la pertinence de l'architecture produit modulaire pour faciliter la conception d'aides techniques pour la pratique musicale, mais aussi de concevoir un système nommé KinecLAB pour la mesure et l'interprétation des possibilités gestuelles des usagers. Ce système KinectLAB a été testé et validé auprès de professionnel kinésithérapeute du CHU Michallon de Grenoble. Enfin, notre processus CARACTH a été appliqué pour la conception d'un système personnalisable aux capacités motrices d'un utilisateur en situation de handicap. Nous avons pu vérifier sa bonne intégration dans une situation d'usage en concert et aussi d'étudier la pertinence de la personnalisation sur les performances et la charge de travail de l'utilisateur

    Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay

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    This PhD thesis explores the field of therapeutic games in order to propose methods and tools for the game designer of such games. The most fundamental design problem of therapeutic games is the gameplay, ie. the game objectives and the actions the player does to address the objectives. In therapeutic game, the gameplay must, at the same time, provide the therapeutic effects and motivate the patient to follow his protocol. The sub-problems of this are 1. the two-fold evaluation (medical and motivation), 2. the exchange of knowledge between game designers and health experts. We propose a therapeutic game design method which begins with the problem definition and ends with the two-fold evaluation. This method integrates the other solutions we propose, particularly the player / game / therapy model and a method to formalize the gameplay.Cette thèse propose des modèles, méthodes et outils destinés aux game designers de jeux thérapeutiques. Le problème de conception le plus fondamental des jeux thérapeutiques est le gameplay, c'est-à-dire des objectifs de jeu et des actions que le joueur doit effectuer pour atteindre ces objectifs. Dans un jeu thérapeutique, le gameplay doit à la fois produire l'effet thérapeutique et motiver le patient à suivre son protocole. Les problèmes sous-jacents de celui-ci sont l'évaluation médicale et ludique du jeu, et l'échange de connaissances entre game designers et experts santé. Nous proposons une méthode de game design de jeu thérapeutique allant de la définition du problème à l'évaluation. Cette méthode intègre les autres solutions que nous proposons, notamment le modèle player/game/therapy et une méthode de formalisation du gameplay
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