CC BY-NC-ND 4.0 · Laryngorhinootologie 2020; 99(S 02): S265
DOI: 10.1055/s-0040-1711115
Abstracts
Otology

An approach to an intelligent training system for cochlea implant users - how to motivate hearing

T Klenzner
1   Universitätsklinikum Düsseldorf, Klinik für Hals- Nasen und Ohrenheilkunde, Hörzentrum Düsseldorf
,
D Schatton
1   Universitätsklinikum Düsseldorf, Klinik für Hals- Nasen und Ohrenheilkunde, Hörzentrum Düsseldorf
,
F Gnadlinger
2   Hochschule für Technik und Wirtschaft Berlin
,
André Selmanagic
2   Hochschule für Technik und Wirtschaft Berlin
,
J Richter
3   Universitätsklinikum Düsseldorf, Poliklinik und Funktionsbereich Rheumatologie Düsseldorf
,
M Werminghaus
1   Universitätsklinikum Düsseldorf, Klinik für Hals- Nasen und Ohrenheilkunde, Hörzentrum Düsseldorf
› Author Affiliations
 
 

    Introduction The combination of digital games and educational tools is a new development in the therapist´s work with hearing-impairments. In the scope of an interdisciplinary research project we aim to develop the prototype of a digital game for cochlea-implant users. We integrate an interactive storytelling design and an educational tool with dynamic difficulty adaption depending on the individual performance of the user.

    Intend goal is to construct a highly motivational environment where the player has the chance to enter the so-called “flow experience” by fitting individual skill level to the given level in the game. We asked how to assess systematically the competencies of hearing after a cochlea implantation in adults in order to capture the individual skill level.

    Methods Therefor the “Evidence Centered Design” (ECD) provides a conceptual design framework. We initially defined a) the domain of hearing in context of cochlear-implant-users (domain analysis and modelling) to define furthermore b) the competence model, c) the evidence model with evidence rules and a statistical model, and d) a task model that is a framework for description and construction of measurable situations and tasks.

    Results We distinguish between spatial hearing, non-lingual (sounds) and lingual hearing (phonemes, words, sentences and texts). In specific pools items are rated by different parameters (e.g. sound characters, word frequency and number of words) to generate questions and answers depending on the player´s competence.

    Conclusion It seems to be possible to combine linguistics and computer science in educational and storytelling game-design for usage in the rehabilitation of cochlea-implant users. Clinical trials are intended.


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    ZIM Netzwerkförderung, VDI und VDE Innovation + Technik GmbH, FKZ 16KN069201

    Master of Arts Werminghaus Maika
    Universitätsklinikum Düsseldorf, Klinik für Hals- Nasen und Ohrenheilkunde, Hörzentrum
    Moorenstr. 5
    40225 Düsseldorf

    Publication History

    Article published online:
    10 June 2020

    © 2020. The Author(s). This is an open access article published by Thieme under the terms of the Creative Commons Attribution-NonDerivative-NonCommercial-License, permitting copying and reproduction so long as the original work is given appropriate credit. Contents may not be used for commercial purposes, or adapted, remixed, transformed or built upon. (https://creativecommons.org/licenses/by-nc-nd/4.0/).

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