1 Copyright © 2016 by ASME
Proceedings of the ASME 2016 International Design Engineering Technical Conferences &
Computers and Information in Engineering Conference
IDETC/CIE 2016
August 21-24, 2016, Charlotte, North Carolina, USA
IDETC2016-59201
ADVANCES IN BALANCE AND BIOFEEDBACK MEASUREMENT: THE CASE FOR
HEALTH-BASED, POSTURAL SERIOUS GAMES
Theodore Lim
School of Engineering & Physical Sciences
Heriot Watt University, Edinburgh, UK
Daniil Yurchenko
School of Engineering & Physical Sciences
Heriot Watt University, Edinburgh, UK
Gnanathusharan Rajendran
School of Life Sciences
Heriot Watt University, Edinburgh, UK
Aparajithan Sivanathan
School of Engineering & Physical
Sciences
Heriot Watt University, Edinburgh, UK
James Ritchie
School of Engineering & Physical
Sciences
Heriot Watt University, Edinburgh, UK
ABSTRACT
Health games are increasingly seen as a means to address
issues from therapy and rehabilitation. Yet, as a transformative
technology, rarely have such games been explored or exploited
to assist research into pathologies. Serious games for research
(SGR) to uncover pathologies would allow clinicians to
develop new differential diagnostics while providing a positive
experience for the subject. This paper is not about game design;
nevertheless it presents an outlook to considerations that could
be taken forward when developing health-based SGRs for
pathomechanics, etiopathogenesis and biofeedback. This work
relates to preliminary studies on balance challenges manifested
in pathologies of the central nervous system. As technology
advancements seek to augment human sensory contact between
virtual and real worlds this may impact on how virtual
environments are used and designed in future. As a
consequence heightened sensory (or lack of thereof) may result
in falls, for example users with vestibular disorder – because
postural stability is a key aspect of motor ability that allows
individuals to sustain and maintain the desired physical position
of their body Here, our investigation is specific to functional
correspondence of the incidental properties in human body
sway between healthy subjects and subjects with dyslexia. Our
early results suggest postural sway between healthy subjects
and those with mild disorders can be distinguished.
1. INTRODUCTION
The human body is an inherently unstable system [1].
Without our motor system continuingly correcting for
imbalance, one will be at risk of falling. Research indicates
neuro-musculoskeletal disorders relate to some degeneration in
human balance [2] and are not simply a normality of aging. The
human central nervous system is highly adept at compensating,
and until deprived temporarily, a loss function due to the
pathology may not become apparent. Human balance, postural
control during standing and walking rely on “working memory”
[3]. Intrinsically linked to motor development are biologically
significant activities of posture maintenance and locomotion
[4], [5] that concerns the learning of new motor skills [6].
Recent studies also show posture can influence cognitive
development in infants [7].
To date, how humans maintain balance is not fully
understood. In particular, balance disorders due to neuro-related
pathologies remain open [8]. Understanding how the sensory,
nervous and motor system work to generate compensation
strategies and quantifying its status at any point in time could
reveal underlying pathophysiological mechanisms and deficits.
Over the years, digital games have increasingly been
deployed as an alternative to tackle serious issues. Health
games largely remain focused on improving physical and
mental health, well-being, adherence to treatment regiments
and patient management. However, health games for research
could help uncover pathological disorders, such as those
associated with human balance. Being more narrowly focused
and designed to achieve individual-level goals these new game
modes are ideally suited to exploit specific programs or tools
for meta-analysis and it is in this aspect that the reported work
is aligned.
The initiative begins by investigating balance challenges
for users in virtual environments (e.g. digital games) who may
have a pathophysiological deficit. The aim is to gain a better
understanding of the implications both at the level of the virtual