Designing Games to Help Train Children to Use Prosthetic Arms Lessons Learned from Developing Five Games Peter A. Smith, Ph.D. & Matt Dombrowski, MFA School of Visual Art and Design University of Central Florida Orlando, FL U.S.A. [email protected], [email protected] Abstract— Prosthetic Arms are often financially out of reach for children. A single prosthetic can cost upwards of $40,000 USD and as children grow they may need multiple new arms throughout a single year. Further, high end prosthetics can be incredibly complicated allowing for articulated wrists and individual finger movements, leading to a complex learning curve that leaves many adults frustrated leading to lack of use of the prosthetics. Limbitless Solutions, however, has applied low cost 3D printing to the task and has developed a simple to control prosthetic arm for kids and the emerging world. This work explores the use of video games combined with a custom controller to train kids to use their new prosthetic arms before they get them. was a need for accessibility in video games. The International Game Developers Association (IGDA) forms the Game Accessibility Special Interest Group (SIG). The goals of this group are to define the needs of the disabled and to develop and support the creation of technology to help aid in equality for disabled gamers. [2] Keywords—Prosthetics, Training Games, Games for Health, Custom Interfaces, Game Design I. INTRODUCTION Prosthetic Arms are often financially out of reach for children. A single prosthetic can cost upwards of $40,000 USD and as children grow they may need multiple new arms throughout a single year. Further, high end prosthetics can be incredibly complicated allowing for articulated wrists and individual finger movements, leading to a complex learning curve that leaves many adults frustrated leading to lack of use of the prosthetics. Limbitless Solutions, however, has applied low cost 3D printing to the task and has developed a simple to control prosthetic arm for kids and the emerging world. The limbitless arm cost closer to $350.00 USD to build [1]. This work explores the use of video games combined with a custom controller to train kids to use their new prosthetic arms before they get them. II. BACKGROUND Limbitless designs arms that look like they come off the page of a comic book, harking back to things like Iron Man, Frozen, or Transformers. Allowing kids to not only regain the use of an arm, but to feel cool doing it. The arms empower the users both physically and mentally. In 1997, the US Census states that 25.5% of the US population suffers from these types of disabilities. [2]. There Fig. 1. The Limbitless 3D Prothetic Arm [3] In an effort to help children learn how to use their arms, and to help strengthen muscles that will be used to control the arm, a suite of training games was developed. According to Huynh [4] accessibility for games can be categorized into two groups. Specially developed software and equipment that can assist the user with commercial games and, games that are designed specifically for disability rehabilitation. These games are designed for the latter, but the controller interface could be used in either case. In 2009 a review of games for children with physical disabilities showed success and 13 out of 16 studies [5]. In a study in 2012 on leg amputees using training games that incorporated a balance board the amputees performed closely with other children of their own age after 4 weeks of play [6]. In many cases with games research poor results can be attributed as much if not more to bad game design then to the ineffectiveness of games. • These games were designed to impart a wide variety of game play options in an attempt to learn more about how this type of game should be designed in the future. Many lessons were learned through the internal playtesting process along the way and will be incorporated into the games that are delivered to children in the future. • • III. THE GAMES DESIGNED AND LESSONS LEARNED A. Game 1: Who Knows Who Nose started as a test case to implement the controller that was built to interface the prosthetic interface with a game. The game tests a calibration sequence before gameplay and gives an average strength. This is then used to calibrate the other games. Each user flexes differently depending on their strength. One of the initial challenges was how to create an individualized base line depending on the user’s strength level or amputated area. Adults have different strength levels than children have, therefore, having a game such as Who Nose was an important starting point to the suite of games in efforts to maximize user interaction. Who Nose is a very simple concept with a very important purpose. This game, as of all the games, is developed for children who have amputated limbs. The concept of the game is for the user, in this case the child; to use their EMG recorded muscle contractions to lift a finger into a nose and then on the next muscle contraction pull items out of the nose. Items that are pulled out of the nose range from a Lego block to a nosey prospector. The game however does not match the users flexes 1 to 1. Movement happens more as an animation than it does a reaction to individual flexes. This proved to be a less than ideal way to keep player attention on the game. Fig. 2. Who Nose Calibration Screen 1) Design Elements that Worked Well • Great calibration tool built in • Easy to use • Funny to kids 2) Lessons Learned There needs to be a one to one relationship between flexing and action on screen There needs to be goals not just jokes There needs to be an story to bring context B. Crazy Meteor Cleaner Crazy Meteor Cleaner is an Asteroids like game, where the player takes on the role of a space pilot ridding an area of space from asteroids. The arm controller is implemented as a fire button allowing flexes to lead to shots fired from the gun. One of the most noticeable successes from this game was its familiarity with the user. Many users and onlookers of the game immediately noticed its visual similarities to classic arcade games. Another positive feature of the game was it was easy to map flex to shoot. The controls were intuitive to its users and the learning curve of the game was instant. Longevity of play is a very important factor when developing these games. These games are intended for training purposes and for prolonged use. We want the user to stay in the environment to learn and progress, but we also do not want the user to become physically exhausted. Having a specific time limit on the game is needed to avoid any chance of exhaustion. Changes to game are needed. One solution was to limit the game time to 90 seconds to make sure kids don't get tired, this was a mistake. While 90 seconds might seem like a long time, no one wants to stop playing at the end of this time. The game controls also needed some work in regards to the user finding them. The user easily found the movement controls but the game also has bomb function. There is a need to keep all the buttons together and easily accessed by one hand, without moving it around the keyboard in this type of game. In addition, the purpose of the game play is to creatively incorporate the prosthetic EMG controller into the game play itself. Currently in this game, nothing special about arm controller that makes using the interface fun. Fig. 3. Crazy Meteor Cleaner Game Play Screenshot 1) Design Elements that Worked Well • game is very familiar to everyone • easy to map flex to shoot 2) Lessons Learned • game limited to 90 seconds to make sure kids don't get tired, this was a mistake should be infinite. game has a bomb key that is never used nothing special about arm controller that makes using the interface fun 2) Lessons Learned • easy to accidentally do a sustained function • hard to get quick timing down between prosthetic controller and keyboard • Kids don't eat sushi usually so metaphor is wasted C. Sushi Slap Sushi Slap is a game that puts the player in the role of a giant squid that is on the table ready to be served as sushi. The squid can then slap attackers from 4 directions. The length of the squid’s tentacles also provides an indication of the player’s health. This is a fast paced and fun game to play. D. Beeline Border Collie In Beeline Border Collie the user becomes a leaping collie hurdling over fence jumps and collecting apples on its way for points. This is a side scrolling game must like the commercial game Flappy Bird. • • Character design plays a large role in the success of a game. Creating an emotional connection with the user and the game element is essential. Being these games were developed for young children, the developers wanted to make sure the character design appeals to the audience. The initial user group found the character of a rouge piece of Sushi funny and appealing. The cartoonlike movements and squash and stretch of the character appealed the user group. Sushi Slap also incorporated various successful controls for the EMG based controllers. The game has different functions for sustained and quick flexes. This allows the user to have the ability for a more in-depth training experience. To address the issue of possible exhaustion, game designers incorporated small lulls, or breaks between waves provide a chance to rest to the user. The games art is very cute and is believed to be more appealing to younger players. The game is also the easiest to control. There is a 1 to 1 mapping between the player flexing and the dog jumping. The dog jumps over fences and the game can be played infinitely. The game could however be more complex. In future iterations there will be high and low fences that can be jumped with stronger and shorter flexes. There will also be high gates that the player must go under. Also, all of these games, but especially Beeline Border Collie would benefit from a high score table as it is very easy to compare your score with others. Unfortunately, there are some concerns that kids do not eat sushi and may not feel for the character the same way adults might. Also, there is a power slap that can be used through a sustained muscle contraction. This is a different way to use the interface, but does not relate to a function on the actual arm and is often accidentally used. Fig. 5. Beeline Border Collie Introductory Screenshot 1) Design Elements that Worked Well • Art is cute and non-distracting • Simple game with no keyboard interaction • 1 to 1 mapping between flex and jump very easy 2) Lessons Learned • Game could be more complex like flex hard to high jumps light for low jumps • Game instantly resets on end and is difficult to tell what happened • Does not record high score. Fig. 4. Sushi Slap Game Play Screenshot 1) Design Elements that Worked Well • Characters are funny • Has different functions for sustained and quick flexes • Small breaks between waves provide a chance to rest E. Smash Bro Out of the initial suite of games, Smash Bro has gained the most interest by the development team to go forward. The concept of Smash Bro is very reminiscent of the classic Midway game Rampage. Users play as a building smashing monster who’s only goal is maximum destruction. The monster smashes buildings, people and all of its surroundings to gain the user points for the damage in the given amount of time of the level. When demoed, Smash Bro, had not only the longest time of gameplay, but also the most replay value amongst the users. This game seems to be a winner in that it is very easy to use the flex in multiple ways. One for a sonic attack when the player is not moving, the other for a smash when the player is moving. Both do lots of damage to buildings with a 1 to 1 mapping to the controller. Currently the biggest issues are with on screen heads up display (HUD) elements being too small. The HUD sort of melds into the background and when the game is over it currently appears to have just stopped. This will be fixed in future updates. While the game might seem violent for kids, the violence is handled in a light hearted way. There is an emphasis on cartoon violence following the ESRB designation of violence for E10+. This will be explained to parents when the game is delivered to actual users. • Arrow keys are good depending upon which arm is in the prosthetic IV. CONCLUSIONS Overall the games have been a huge success. While not 100% ready for user testing with the kids, the design team has learned a lot about the way these games should be designed. With a few tweaks a few of these games will make their way to kids who will be able to use them to strengthen their muscles and prepare for receiving their custom 3D printed prosthetic arm. Dawson, Carey, and Fahimi [7] recommend that future research focus on increasing measuring and recording of performances throughout training and investigating how these training tools are impacting treatment. In future work these games will undergo immense scrutiny and will incorporate measuring and recording techniques as well. ACKNOWLEDGMENT We would like to thank the team at Limbitless Solutions Inc. for bringing us into their world of prosthetic arm design and allowing us to be part of the magic. We would also like to thank the students of the Spring 2016 DIG 4720 Casual Games Production class for helping us explore the design space for these games. REFERENCES [1] [2] [3] Fig. 6. Smash Bro Start Screen 1) Design Elements that Worked Well • Relationship between flex and action is very well matched • Multiple flex actions add to depth • Game is fun to play • Only needs allow keys beyond flex interface 2) Lessons Learned • Cartoon violence is ok, but needs to be explained • HUD needs to be easier to view especially when game ends • Needs a death sequence or game over screen [4] [5] [6] [7] Limbitless Solutions (2015) Meet Alex Pring. 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