Fisherman Game Interface for Remote Speech Therapy Engagement
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Solution Overview
Problem
Young patients with communication disorders face challenges in staying focused and engaged during therapy sessions, particularly in a socially distanced setting where in-person play therapy is not feasible.
Innovation Solution
A speech-language pathology teaching system comprising a patient device and a teaching server that implements a program displaying a fisherman catching fish or non-fish items, allowing for remote play therapy and maintaining patient engagement through interactive and dynamic therapy sessions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If in-person play therapy is used to help patients stay focused and engaged, then patient engagement is improved, but social distancing requirements cannot be met
Solution Approach 1:
The patent uses digital copies of physical play therapy elements through a fisherman game interface displayed on patient devices. The game replicates the engaging nature of in-person play therapy using virtual fish, buckets, and fishing rods, allowing patients to interact with digital versions of traditional play therapy materials remotely.
Solution Approach 2:
The system introduces a teaching server and patient device as intermediaries between the therapist and patient. The server delivers the fisherman game and collects speech samples, acting as a mediator that enables remote interaction while maintaining the therapeutic relationship and engagement benefits of in-person therapy.
2Adaptability or versatility
If remote therapy is implemented to meet social distancing requirements, then social distancing is achieved, but patient engagement and focus deteriorate
Solution Approach 1:
The fisherman game incorporates dynamic elements that adapt to patient actions and provide variable feedback. The game responds to patient speech by providing different outcomes (catching fish vs. non-fish items), creating an engaging dynamic interaction that maintains patient focus and attention during remote therapy sessions.
Solution Approach 2:
The system provides immediate feedback when patients speak during the game. The teaching server analyzes speech samples and provides visual feedback through the game interface, such as the fisherman catching different items based on patient responses. This feedback loop maintains patient engagement by making them feel heard and providing concrete consequences for their speech actions.
3Reliability
If traditional speech therapy methods are used, then speech production targets can be addressed, but patient focus and attention are difficult to maintain
Solution Approach 1:
The patent merges speech therapy exercises with an entertaining fisherman game interface. Speech production targets are integrated into the game mechanics, where patients must speak to advance the game or catch fish. This combination maintains therapy effectiveness while significantly improving patient focus and attention through the gamified presentation.
Solution Approach 2:
The system changes the presentation parameters of speech therapy from traditional clinical formats to an engaging game format with visual elements, animations, and interactive feedback. This parameter change transforms the therapy experience from a potentially boring exercise into an entertaining activity that naturally maintains patient focus while achieving therapeutic goals.
Data Source
AI summary
According to some embodiments, a speech-language pathology teaching system comprises a patient device and a teaching server. The patient device transmits a teaching target to the teaching server where the teaching target comprises speech production, articulation, language, or fluency. The teaching server to receive teaching target and implement a teaching program that displays a fisherman that catches a fish or a non-fish item. The non-fish item may be related to the teaching target.


