| Literature DB >> 29849550 |
Edwin Daniel Oña1, Carlos Balaguer1, Roberto Cano-de la Cuerda2, Susana Collado-Vázquez2, Alberto Jardón1.
Abstract
The design and application of Serious Games (SG) based on the Leap Motion sensor are presented as a tool to support the rehabilitation therapies for upper limbs. Initially, the design principles and their implementation are described, focusing on improving both unilateral and bilateral manual dexterity and coordination. The design of the games has been supervised by specialized therapists. To assess the therapeutic effectiveness of the proposed system, a protocol of trials with Parkinson's patients has been defined. Evaluations of the physical condition of the participants in the study, at the beginning and at the end of the treatment, are carried out using standard tests. The specific measurements of each game give the therapist more detailed information about the patients' evolution after finishing the planned protocol. The obtained results support the fact that the set of developed video games can be combined to define different therapy protocols and that the information obtained is richer than the one obtained through current clinical metrics, serving as method of motor function assessment.Entities:
Mesh:
Year: 2018 PMID: 29849550 PMCID: PMC5925003 DOI: 10.1155/2018/7148427
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1Framework for the upper limb rehabilitation.
Figure 2Flowchart of the videogames execution.
Figure 3Serious Games used on protocol: (a) Games Menu, (b) Piano Game, (c) Reach Game, (d) Grab Game, (e) Pinch Game, and (f) Flip Game.
Clinical aspects covered by the SG according to cognitive, motor, and perceptive functionality.
| Piano Game | Reach Game | Sequence Game | Grab Game | Pinch Game | Flip Game | ||
|---|---|---|---|---|---|---|---|
| Cognitive | Sustained attention | X | X | X | X | X | X |
| Divided attention | X | X | X | X | X | X | |
| Body image | X | X | X | X | X | X | |
| Sequencing | X | X | |||||
| Short-term memory | X | X | X | X | X | X | |
| Problem resolution | X | X | X | X | X | X | |
| Executive function | X | X | X | X | X | X | |
| Laterality | X | X | X | X | X | X | |
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| Motor | Reaching | X | X | X | X | ||
| Fine motor unilateral and bilateral coordination | X | ||||||
| Gross motor unilateral and bilateral coordination | X | X | X | X | X | ||
| Fine manual dexterity | X | X | |||||
| Gross manual dexterity | X | ||||||
| Movement dissociation | X | ||||||
| Pronation and supination | X | ||||||
| Flexion and extension | X | ||||||
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| Perceptive | Visuoperceptive coordination | X | X | X | X | X | X |
| Figure-background discrimination | X | X | X | X | X | X | |
| Color discrimination | X | X | X | X | X | X | |
| Depth discrimination | X | X | X | X | X | X | |
Demographics and health status of participants.
| Age | Gender | Affectation | Side | Taking medication | |
|---|---|---|---|---|---|
| User 1 | 72 | Male | Unilateral | Left | Yes |
| User 2 | 57 | Female | Unilateral | Left | Yes |
| User 3 | 54 | Female | Unilateral | Left | Yes |
| User 4 | 55 | Male | Unilateral | Left | Yes |
| User 5 | 45 | Male | Unilateral | Left | Yes |
Figure 4Treatment protocol scheme.
Figure 5Mean of total time spent to complete the videogames tasks by sessions: (a) Piano Game, (b) Reach Game, (c) Grab Game, (d) Pinch Game, (e) Sequence Game, and (f) Flip Game.
Figure 6Results obtained in the Piano Game for the user 1: (a) time spent by fingers of the right hand, (b) time spent by fingers of the left hand, and (c) box plot of the partial times obtained in sessions 1 and 12, according to the left and right hand fingers.
Jamar handgrip dynamometer scoring in pounds (lb).
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Box and Blocks Test scoring.
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Purdue Pegboard Test scoring.
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Results of the usability questionnaires.
| Number | Question | User 1 | User 2 | User 3 | User 4 | User 5 | Mean | Mode |
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| Utility | ||||||||
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| Q1 | Are sessions with video games more entertaining? | 2 | 2 | 2 | 0 | 2 | 1,6 | 2 |
| Q2 | Have the games been interesting to you? | 2 | 2 | 2 | 1 | 2 | 1,8 | 2 |
| Q3 | Do the games meet a real need? | 2 | 2 | 2 | 1 | 2 | 1,8 | 2 |
| Q4 | Would you continue use the games if you could? | 2 | 2 | 2 | 0 | 2 | 1,6 | 2 |
| Q5 | Would you use the games at home? | 2 | 2 | 2 | 0 | 2 | 1,6 | 2 |
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| Q6 | Have the games been intuitive to play and easy to understand? | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
| Q7 | Have you been able to play without therapist's support? | −1 | 2 | 2 | 2 | 1 | 1,2 | 2 |
| Q8 | In case you have been helped, has the therapist's support been important? | 2 | 2 | 2 | 0 | 2 | 1,6 | 2 |
| Q9 | Has the graphic design of the games been adequate (piano, cubes, etc.)? | 1 | 2 | 2 | 2 | 2 | 1,8 | 2 |
| Q10 | Are the elements used in therapy sessions adequate (sensor leap motion, laptop)? | 1 | 2 | 1 | 2 | 2 | 1,6 | 2 |
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| Q11 | Have you been able to perform all the games successfully? | 1 | 2 | 1 | 2 | 2 | 1,6 | 2 |
| Q12 | Have single-handed exercises been simple to perform? | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
| Q13 | Have the exercises with both hands been simple to perform? | −1 | 2 | 1 | −1 | 1 | 0,4 | −1 |
| Q14 | Have the games taken a lot of effort from you? | −1 | −2 | −1 | −1 | 1 | −0,8 | −1 |
| Q15 | In general, the difficulty level of the games is adequate? | 2 | 2 | 1 | 1 | 2 | 1,6 | 2 |