Smart Objects and Technologies for Social Good. Third International Conference, GOODTECHS 2017, Pisa, Italy, November 29-30, 2017, Proceedings

Research Article

Games, Assessment and Rehabilitation: When Serious Games Support Cognitive Development in Children with Cerebral Visual Impairment

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  • @INPROCEEDINGS{10.1007/978-3-319-76111-4_7,
        author={Matteo Ciman and Ombretta Gaggi and Teresa Sgaramella and Laura Nota and Margherita Bortoluzzi},
        title={Games, Assessment and Rehabilitation: When Serious Games Support Cognitive Development in Children with Cerebral Visual Impairment},
        proceedings={Smart Objects and Technologies for Social Good. Third International Conference, GOODTECHS 2017, Pisa, Italy, November 29-30, 2017, Proceedings},
        proceedings_a={GOODTECHS},
        year={2018},
        month={3},
        keywords={Serious games based assessment and rehabilitation CVI},
        doi={10.1007/978-3-319-76111-4_7}
    }
    
  • Matteo Ciman
    Ombretta Gaggi
    Teresa Sgaramella
    Laura Nota
    Margherita Bortoluzzi
    Year: 2018
    Games, Assessment and Rehabilitation: When Serious Games Support Cognitive Development in Children with Cerebral Visual Impairment
    GOODTECHS
    Springer
    DOI: 10.1007/978-3-319-76111-4_7
Matteo Ciman1,*, Ombretta Gaggi,*, Teresa Sgaramella,*, Laura Nota,*, Margherita Bortoluzzi2,*
  • 1: University of Geneva
  • 2: Università degli Studi di Padova
*Contact email: matteo.ciman@gmail.com, ombretta.gaggi@unipd.it, teresamaria.sgaramella@unipd.it, laura.nota@unipd.it, margherita.bortoluzzi@hotmail.it

Abstract

In this paper, we present a study on the use of serious games in the assessment and rehabilitation of children with Cerebral Visual Impairment (CVI). Moving objects support vision and processing the information conveyed in children with CVI; they also find it easier to deal with more simple images. Our serious games help them keeping focused on the exercise by using touch interface, the game paradigm and cartoon characters. The paper reports lesson learned from data collected in a user study to highlight the high potential of using these games also in the rehabilitation process, which brings us to develop the games also in a mobile platform to allow children train the skill at home, i.e., more intensively and in a familiar environment.