82 6 DesigningBlended Reality Spaces Natural flow of action represents the extent to which: • Thereis direct a sense of interaction with contextual cues over the game initiated events, • Attention is focused on the present, • Curiosity is aroused by what is happening in the interaction, • Theinteraction is intrinsically enjoyable and fun. Building on active participation and a natural flow of action, the system can provide a shared collaboration space supporting embodied interaction between participants through dynamic and tangible representations of the collaborators and shared objects in real time. Gathering data by monitoringthe use of an object, the system may also generate a visual representation of children’s states. The visual information can often be displayed in the periphery of users’ attention (Plaue et al. 2004). The peripheral display will then function as a secondary information system while professionals create primary visualizations such as diagnosis or treatment plans. Through the process of carrying out immersive tasks, gathered data are logged and accumulated in a database. Both therapists and children can access the data easily by interpreting visual representations of it. While the children contribute from a remote site, the visual representation helps the therapists to follow and analyse the circumstances simultaneously. Visually represented improvements in their performance may help to increase their self-confidence, and may help to keep upmotivationandactiveparticipationin theimmersiveenvironment.Thisapproach should make collaborative rehabilitation more effective, by bridging the reality gap between physical and virtual spaces and also between different participants’ perceptionsin different contexts. Aprototype system has been developed (Sandlund et al. 2009), again using the NintendoWiigamingenvironment,adaptedwithanadditionaltangibleinputobject to supportthe useofmoredelicatehandmovementsofthedevice(toguideamarble through virtual mazes). The target application is for for rehabilitation of children with sensorimotor disorders, and especially for children with cerebral palsy. To achieve this, an accelerometer from inside a Wiimote controller was removed and embeddedinvariousshapes that the child manipulates in specified ways to achieve actions within a game scenario and in the process improve their fine motor skills (see Fig. 6.4). There is great potential in further work to develop nuanced approaches and methodsforassessing motorskills in rehabilitation,andtraininggenerally.The goal of the rehabilitation of children with sensorimotor disorders is often not to achieve functional improvements in a short time, especially not if impairment is congenital (Sandlund et al. 2009). The system must capture small changes in motor control by monitoring motor development sensitively over a longer period. We also need to understand and implement mechanisms to interweave information from appro- priate contextual aspects of activities. For example, therapists need quantitative informationaboutbodypartsactivatedduringtheplay,typeofmovements,rangeof movement,movementspeed,eye-handinteraction,and endurancemeasuresso on.
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