posted on 2017-06-22, 19:54authored byGabriel J. Cler, Talia Mittelman, Maia N. Braden, Geralyn Harvey Woodnorth, Cara E. Stepp
Video shows game and nasal accelerometer used in this study. Users play the game as a ninja fighting evil robots by using just their speech. Game play for feedback and no-feedback stages are identical: a robot appears, and the user is prompted to repeat one of the stimuli CVCs (e.g., mom, nun, bag, bead) three times. Feedback stages prompted participants to increase their nasalization on nasal stimuli and decrease their nasalization on nonnasal stimuli, as shown in the video.
Cler, G. J., Mittelman, T., Braden, M. N., Woodnorth, G. H., & Stepp, C. E. (2017). Video game rehabilitation of velopharyngeal dysfunction: A case series. Journal of Speech, Language, and Hearing Research, 60(6S), 1800–1809.
Funding
This work was supported, in part, by the Diane M. Bless Endowed Chair, Division of Otolaryngology– Head and Neck Surgery at University of Wisconsin, Madison (awarded to M. Braden) and National Institutes of Health Grant DC014872 (awarded to G. Cler).