Our partner Dr. Sofia Balula Dias, Faculdade de Miotricidade Humana (FMH), University of Lisbon, Portugal, provides us with insights on the i-Prognosis Personalized Game Suite (PGS).
What is your role in i-PROGNOSIS?
In the i-PROGNOSIS project, Faculdade de Miotricidade Humana (FMH), University of Lisbon, Portugal, is responsible for the design and development of the i-PROGNOSIS Personalized Game Suite (PGS) that aims to mitigate Parkinson’s Disease symptoms in a personalized and gamified environment.
Targeting intelligent early detection and intervention in Parkinson’s, the PGS design introduces, in a unified platform, the integration of different serious games, i.e.: ExerGames, DietaryGames, EmoGames, and Handwriting/Voice Games, all related to Parkinson’s symptoms.
How are the games helpful for patients and the medical doctors?
In addition to the Personalized Game Suite (PGS), each Parkinson’s patient will perform different PGS assessment tests that will correspond to the initial evaluation with the supervision of the doctor. In particular, the PGS assessment tests were developed based on the Unified Parkinson’s disease rating scale (UPDRS III covering postural, balance, coordination, hand movements, refined finger movements and speech aspects). All these motor aspects are reflected in multiple ways in the general design and development of the 14 games included in the i-PROGNOSIS Personalized Game Suite.
The PGS will be used by Parkinson’s patients over a four month period of interventions (read about the IData study), with a specific prescription/selection of games taking into account the needs and progress of the Parkinson’s patient, as well as the recommendations from the doctor. For the evaluation of the user’s performance, the PGS Evaluation Environment analyses the movement and action of the Parkinson’s patient and estimates an assessment score related to the metrics and features of each of the eight assessment tests.
Could those games be useful to sustain the quality of life in other contexts?
The collection of feedback and suggestions from Parkinson’s patients’ and medical experts to design and develop the Personalized Game Suite (PGS) allows to involve them as co-creators of the serious games’ design, forming the world of the i-PROGNOSIS PGS.
Additionally, during the developmental phase of the i-PROGNOSIS PGS, a seamless integration of the artificial intelligence concept into the games was considered, including adaptation algorithms that have the capability to change or re-adapt the games and the different levels of difficulty, according to the patient’s needs and context.