Literature DB >> 33316916

Adaptive Rehabilitation Bots in Serious Games.

Imad Afyouni1, Abdullah Murad2, Anas Einea3.   

Abstract

In recent years, we have witnessed a growing adoption of serious games in telerehabilitation by taking advantage of advanced multimedia technologies such as motion capture and virtual reality devices. Current serious game solutions for telerehabilitation suffer form lack of personalization and adaptiveness to patients' needs and performance. This paper introduces "RehaBot", a framework for adaptive generation of personalized serious games in the context of remote rehabilitation, using 3D motion tracking and virtual reality environments. A personalized and versatile gaming platform with embedded virtual assistants, called "Rehab bots", is created. Utilizing these rehab bots, all workout session scenes will include a guide with various sets of motions to direct patients towards performing the prescribed exercises correctly. Furthermore, the rehab bots employ a robust technique to adjust the workout difficulty level in real-time to match the patients' performance. This technique correlates and matches the patterns of the precalculated motions with patients' motions to produce a highly engaging gamified workout experience. Moreover, multimodal insights are passed to the users pointing out the joints that did not perform as anticipated along with suggestions to improve the current performance. A clinical study was conducted on patients dealing with chronic neck pain to prove the usability and effectiveness of our adjunctive online physiotherapy solution. Ten participants used the serious gaming platform, while four participants performed the traditional procedure with an active program for neck pain relief, for two weeks (10 min, 10 sessions/2 weeks). Feasibility and user experience measures were collected, and the results of experiments show that patients found our game-based adaptive solution engaging and effective, and most of them could achieve high accuracy in performing the personalized prescribed therapies.

Entities:  

Keywords:  TeleRehabilitation; automatic correction; intelligent alerting; motion capture; serious games; user adaptation

Mesh:

Year:  2020        PMID: 33316916      PMCID: PMC7763621          DOI: 10.3390/s20247037

Source DB:  PubMed          Journal:  Sensors (Basel)        ISSN: 1424-8220            Impact factor:   3.576


  23 in total

Review 1.  Three-dimensional cameras and skeleton pose tracking for physical function assessment: A review of uses, validity, current developments and Kinect alternatives.

Authors:  Ross A Clark; Benjamin F Mentiplay; Emma Hough; Yong Hao Pua
Journal:  Gait Posture       Date:  2018-11-22       Impact factor: 2.840

Review 2.  Serious Games for Psychotherapy: A Systematic Review.

Authors:  Christiane Eichenberg; Markus Schott
Journal:  Games Health J       Date:  2017-06

3.  Clinical features of patients with chronic non-specific neck pain per disability level: A novel observational study.

Authors:  Hector Beltran-Alacreu; Ibai López-de-Uralde-Villanueva; César Calvo-Lobo; Josué Fernández-Carnero; Roy La Touche
Journal:  Rev Assoc Med Bras (1992)       Date:  2018-08       Impact factor: 1.209

4.  Virtual reality exergaming as adjunctive therapy in a sub-acute stroke rehabilitation setting: facilitators and barriers.

Authors:  Ai-Vi Nguyen; Yau-Lok Austin Ong; Cindy Xin Luo; Thiviya Thuraisingam; Michael Rubino; Mindy F Levin; Franceen Kaizer; Philippe S Archambault
Journal:  Disabil Rehabil Assist Technol       Date:  2018-03-12

5.  Reliability and comparison of Kinect-based methods for estimating spatiotemporal gait parameters of healthy and post-stroke individuals.

Authors:  Jorge Latorre; Roberto Llorens; Carolina Colomer; Mariano Alcañiz
Journal:  J Biomech       Date:  2018-03-13       Impact factor: 2.712

Review 6.  Best Evidence Rehabilitation for Chronic Pain Part 4: Neck Pain.

Authors:  Michele Sterling; Rutger M J de Zoete; Iris Coppieters; Scott F Farrell
Journal:  J Clin Med       Date:  2019-08-15       Impact factor: 4.241

7.  Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders.

Authors:  Mohamad Idriss; Halim Tannous; Dan Istrate; Anaick Perrochon; Jean-Yves Salle; Marie-Christine Ho Ba Tho; Tien-Tuan Dao
Journal:  JMIR Serious Games       Date:  2017-07-04       Impact factor: 4.143

8.  Effect of Specific Over Nonspecific VR-Based Rehabilitation on Poststroke Motor Recovery: A Systematic Meta-analysis.

Authors:  Martina Maier; Belén Rubio Ballester; Armin Duff; Esther Duarte Oller; Paul F M J Verschure
Journal:  Neurorehabil Neural Repair       Date:  2019-01-30       Impact factor: 3.919

9.  3D Tracking of Human Motion Using Visual Skeletonization and Stereoscopic Vision.

Authors:  Matteo Zago; Matteo Luzzago; Tommaso Marangoni; Mariolino De Cecco; Marco Tarabini; Manuela Galli
Journal:  Front Bioeng Biotechnol       Date:  2020-03-05

10.  Evaluation of the Pose Tracking Performance of the Azure Kinect and Kinect v2 for Gait Analysis in Comparison with a Gold Standard: A Pilot Study.

Authors:  Justin Amadeus Albert; Victor Owolabi; Arnd Gebel; Clemens Markus Brahms; Urs Granacher; Bert Arnrich
Journal:  Sensors (Basel)       Date:  2020-09-08       Impact factor: 3.576

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  1 in total

1.  A systematic review on the usability of robotic and virtual reality devices in neuromotor rehabilitation: patients' and healthcare professionals' perspective.

Authors:  Francesco Zanatta; Anna Giardini; Antonia Pierobon; Marco D'Addario; Patrizia Steca
Journal:  BMC Health Serv Res       Date:  2022-04-20       Impact factor: 2.908

  1 in total

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