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An example of game

We have selected the game “Help me get out of the maze” to describe the functioning of the LudoSys system. In this game it is explained on the one hand, how users can use LudoS2C2 to define the stimuli, select the different physical devices and configure these devices, define behaviours, define interactions, carry out an analysis of the game and store in the memory different data added by the specialist or derived from the system. On the other hand, it is described how users in general can interact with the different physical devices (robots, modules, physical interfaces, special devices and computers).

Participants involved in the game

The following participants are involved in the game “Help me to get out of the maze”:

The specialist and two children with Cerebral Palsy

The specialist defines, selects and configures the elements involved in the game and interacts with both the children and the LudoS2C2.

The first child is wheelchair bound and has diminished speech and auditory capacity. The second of the children has important limitations in his capacity to see and problems controlling the movement of his extremities.

Rules of the game

The game consists of guiding the robot through a simple maze to reach the exit. Both children have to collaborate and guide the robot through the maze. Each child is identified with a colour. For instance, the first child could be the colour blue and the second child could be red. The interfaces used by both children are two LudoConeX which they use to control the robot’s movements. The game starts when the robot displays a combination of lights and words or sounds. Thereafter, the robot emits a sound and displays the colour of one of the children. In this way the robot requests the child with the corresponding colour to guide it through the maze. The first child starts to move the robot with the buttons of the LudoConeX. After a while the robot displays the colour and emits the sound that corresponds to the second child. It is now the turn of the second child. He should guide the robot through the maze to reach the exit.

The specialist can direct the movement of the robot independent of the orders received from the button pads of the children.

A multitude of ways exist to add complexity to this game; for example the complexity of the maze can be increased, the robot’s behaviour can be configured for it to move in an autonomous way during small periods of time or the velocity of the robot’s movements can be increased.

Location

In this game both children control their button pads seated in chairs adapted to their physical restrictions. The surface over which the robot moves is placed at a specific height from the floor with the object of aiding the vision of its movement.

Description of LudoConeX

The LudoConeX have a button pad connected. Each button pad is configured for the robot to move forwards, avoiding obstacles whilst the button is pressed.

Configuration via the LudoSys

1. - Definition of stimuli

In this game the specialist configures the sounds, words and combination of lights emitted by the robot and the type of movement the robot would have if the possibility of the robot acting autonomously is added to the activity.

2. - Selection and configuration of the physical interfaces.

The specialist selects the buttons of the LudoConeX assigning each one with the type of movement and velocity the robot will have.

3. - Select robots, modules, interfaces or special devices.

The specialist selects a robot, two LudoConeX and the camera module that will be fitted to the robot.

4. - Define behaviours

The specialist defines; the colour that the robot has to capture for the game to finish, the time that each user will have to guide the robot, the maximum duration of the game, the duration of the different stimuli, the minimum distance given for the robot to stop before colliding with an object, the behaviour the robot will have after stopping and the behaviour the robot will have when acting autonomously.

5. - Define interactions

The specialist configures how the child should press the button to make the robot move. In this case the robot moves while the child keeps the button pressed. Another parameter to configure is the maximum length of time the child can keep the button pressed.

6. - Analyse the game

In this game data will be taken to measure the potential progression the children may experience in the handling and control of the robot. The robot will store the following data: number of stops before colliding, number of movements made and number of corrections made to the course or direction of movement, distance covered, time taken, etc.

7. - Save in the secondary memory

The specialist can save the configuration created for each game, the game itself, the information saved by the robot of its environment and the information the specialist adds to the data stored by the robot.

 

 

 

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