Literature DB >> 24761321

Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation.

Nunzio Alberto Borghese1, Michele Pirovano2, Pier Luca Lanzi3, Seline Wüest4, Eling D de Bruin4.   

Abstract

OBJECTIVE: The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. SUBJECTS AND METHODS: We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have.
RESULTS: The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo® (Kyoto, Japan) Wii™ Balance Board™, the Microsoft® (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo® plate balance board. IGER is complemented with videogames embedded in a specific taxonomy developed to support rehabilitation progression through time.
CONCLUSIONS: A few games aimed at postural rehabilitation have been designed and developed to test the functionalities of the IGER system. The preliminary results of tests on normal elderly people and patients with the supervision of clinicians have shown that the IGER system indeed does feature the characteristics required to support rehabilitation at home and that it is ready for clinical pilot testing at patients' homes.

Entities:  

Year:  2013        PMID: 24761321      PMCID: PMC3833380          DOI: 10.1089/g4h.2012.0073

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  8 in total

1.  Use of virtual reality technique for the training of motor control in the elderly. Some theoretical considerations.

Authors:  E D de Bruin; D Schoene; G Pichierri; S T Smith
Journal:  Z Gerontol Geriatr       Date:  2010-08       Impact factor: 1.281

Review 2.  Motor recovery after stroke: a systematic review.

Authors:  Peter Langhorne; Fiona Coupar; Alex Pollock
Journal:  Lancet Neurol       Date:  2009-08       Impact factor: 44.182

3.  The concept of patient motivation: a qualitative analysis of stroke professionals' attitudes.

Authors:  Niall Maclean; Pandora Pound; Charles Wolfe; Anthony Rudd
Journal:  Stroke       Date:  2002-02       Impact factor: 7.914

4.  Game design in virtual reality systems for stroke rehabilitation.

Authors:  Daniel Goude; Staffan Björk; Martin Rydmark
Journal:  Stud Health Technol Inform       Date:  2007

5.  Virtual reality-enhanced stroke rehabilitation.

Authors:  D Jack; R Boian; A S Merians; M Tremaine; G C Burdea; S V Adamovich; M Recce; H Poizner
Journal:  IEEE Trans Neural Syst Rehabil Eng       Date:  2001-09       Impact factor: 3.802

6.  First person experience of body transfer in virtual reality.

Authors:  Mel Slater; Bernhard Spanlang; Maria V Sanchez-Vives; Olaf Blanke
Journal:  PLoS One       Date:  2010-05-12       Impact factor: 3.240

7.  Neurorehabilitation using the virtual reality based Rehabilitation Gaming System: methodology, design, psychometrics, usability and validation.

Authors:  Mónica S Cameirão; Sergi Bermúdez I Badia; Esther Duarte Oller; Paul F M J Verschure
Journal:  J Neuroeng Rehabil       Date:  2010-09-22       Impact factor: 4.262

8.  Duckneglect: video-games based neglect rehabilitation.

Authors:  R Mainetti; A Sedda; M Ronchetti; G Bottini; N A Borghese
Journal:  Technol Health Care       Date:  2013       Impact factor: 1.285

  8 in total
  18 in total

1.  Portable Motion-Analysis Device for Upper-Limb Research, Assessment, and Rehabilitation in Non-Laboratory Settings.

Authors:  Won Joon Sohn; Rifat Sipahi; Terence D Sanger; Dagmar Sternad
Journal:  IEEE J Transl Eng Health Med       Date:  2019-11-13       Impact factor: 3.316

Review 2.  Telemedicine and telerehabilitation: current and forthcoming applications in haemophilia.

Authors:  Elena A Boccalandro; Giuseppe Dallari; Pier Mannuccio Mannucci
Journal:  Blood Transfus       Date:  2019-02-04       Impact factor: 3.443

3.  Ludic Table: a comparative study between playful rehabilitation and kinesiotherapy in restricting upper limb movements in individuals with stroke.

Authors:  Eduardo Juliano Alberti; Adriano Dias Santos Targa; Sérgio Francisco Pichorim; Alessandro Brawerman
Journal:  Med Biol Eng Comput       Date:  2022-03-04       Impact factor: 2.602

4.  Usability and Effects of an Exergame-Based Balance Training Program.

Authors:  Seline Wüest; Nunzio Alberto Borghese; Michele Pirovano; Renato Mainetti; Rolf van de Langenberg; Eling D de Bruin
Journal:  Games Health J       Date:  2014-04-01

Review 5.  Upper Limb Home-Based Robotic Rehabilitation During COVID-19 Outbreak.

Authors:  Hemanth Manjunatha; Shrey Pareek; Sri Sadhan Jujjavarapu; Mostafa Ghobadi; Thenkurussi Kesavadas; Ehsan T Esfahani
Journal:  Front Robot AI       Date:  2021-05-24

Review 6.  Design considerations for a theory-driven exergame-based rehabilitation program to improve walking of persons with stroke.

Authors:  Seline Wüest; Rolf van de Langenberg; Eling D de Bruin
Journal:  Eur Rev Aging Phys Act       Date:  2013-12-07       Impact factor: 3.878

7.  Towards exergaming commons: composing the exergame ontology for publishing open game data.

Authors:  Giorgos Bamparopoulos; Evdokimos Konstantinidis; Charalampos Bratsas; Panagiotis D Bamidis
Journal:  J Biomed Semantics       Date:  2016-02-09

8.  Exergames Encouraging Exploration of Hemineglected Space in Stroke Patients With Visuospatial Neglect: A Feasibility Study.

Authors:  Bernadette C Tobler-Ammann; Elif Surer; Eling D de Bruin; Marco Rabuffetti; N Alberto Borghese; Renato Mainetti; Michele Pirovano; Lia Wittwer; Ruud H Knols
Journal:  JMIR Serious Games       Date:  2017-08-25       Impact factor: 4.143

Review 9.  A Review on Technical and Clinical Impact of Microsoft Kinect on Physical Therapy and Rehabilitation.

Authors:  Hossein Mousavi Hondori; Maryam Khademi
Journal:  J Med Eng       Date:  2014-12-10

10.  Self-directed arm therapy at home after stroke with a sensor-based virtual reality training system.

Authors:  Frieder Wittmann; Jeremia P Held; Olivier Lambercy; Michelle L Starkey; Armin Curt; Raphael Höver; Roger Gassert; Andreas R Luft; Roman R Gonzenbach
Journal:  J Neuroeng Rehabil       Date:  2016-08-11       Impact factor: 4.262

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