Julie Golliot is a 26 years old PhD candidate at the University of Toulon. She works with the department of Information and Communication Sciences (IMSIC) and the RGDS Provence-Bourbonne rehabilitation Clinic. She studies the specification and the impact of the therapeutic serious-game she named S’TIM to help therapists in the rehabilitation of patients with dysexecutive syndrome.
As an engineer in Cognitics, her interest is to optimize interactions between technologies and humans. She focuses on the use of technologies to help people wit cognitive impairment. She currently works on three lines. First, understanding cognitive mechanisms of engagement and intrinsic motivation. Then, persuasive communication through serious games. Finally, organisational impact of the introduction of a new device in the relation between patients and therapists. She hopes it will improve their actual experience in rehabilitation centres.
When Therapists and Researchers Collaborate to Innovate and Offer a Future to Patients: S’TIM, the Persuasive Serious-Game to Rehabilitate Patients with Dysexecutive Syndrome
What would happen if you lose your capacities of attention, planning, strategy, inhibition, updating and shifting? You would be unable to react to unusual situations, to be independent, and to keep up with your life.
A dysexecutive syndrome can be diagnosed after a stroke or a head injury. Consequences are cognitive, emotional and behavioural and as patients don’t recognize their disorders, it limits their implication in rehabilitation. Improvements are observed but the transfer in daily-life is very limited and patients don’t recover their autonomy.
In a context where innovation makes the difference, a collaboration between rehabilitation doctors, neuropsychologists, occupational therapists, a PhD Human-Centred Engineer and researchers in Informatics and Information & Communication Science defined a common scope statement project. After observations of patients and therapists, the choice of the device and a human-centred design of the technology to use has been done, thanks to users’ feedbacks.
What if to be rehabilitated, you would have to work on a robotised 48-inch touch-table and to be immersed in a virtual word? If you had to play a character and to accomplish various challenges to achieve your mission? A mission where you are the hero, where your actions impact the story?
Developed on Unity3D, the persuasive and therapeutic serious-Game S’TIM stimulates metacognition and solicits executive functions in a fun and non-childish way. Patients are implicated and intrinsically motivated. With therapists’ care, they can transfer their knowledge into the real world and recover their autonomy and daily life.
From 18 to 90 years old!