| Literature DB >> 34322590 |
Waidah Ismail1,2, Ismail Ahmed Al-Qasem Al-Hadi1,3, Crina Grosan4, Rimuljo Hendradi2.
Abstract
BACKGROUND: Virtual reality is utilised in exergames to help patients with disabilities improve on the movement of their limbs. Exergame settings, such as the game difficulty, play important roles in the rehabilitation outcome. Similarly, suboptimal exergames' settings may adversely affect the accuracy of the results obtained. As such, the improvement in patients' movement performances falls below the desired expectations. In this paper, a recommender system is incorporated to suggest the most preferred movement setting for each patient, based on the movement history of the patient.Entities:
Keywords: Collaborative filtering; Exercise games; Rehabilitation
Year: 2021 PMID: 34322590 PMCID: PMC8293928 DOI: 10.7717/peerj-cs.599
Source DB: PubMed Journal: PeerJ Comput Sci ISSN: 2376-5992
Figure 1The case of a patient playing three game-based exercises using the MIRA Platform (A–C).
Pseudocode of the CF technique.
The k-means clustering algorithm.
| 1. Arbitrarily choose k data items from D as initial centroids. |
| 2. |
| a. |
| b. |
| c. |
Pseudocode of K-nearest neighbours algorithm.
| Matrix Features (Patients, Features) |
Description of the output variables by the MIRA platform.
| No | MIRA application data | Description |
|---|---|---|
| 1 | Time (Duration) | Total time of the exergame item (a game and a movement). |
| 2 | Still time | The idle time of the item when the patient stops moving before the game finishes. |
| 3 | Moving time | Time of the movement when the patient continues moving correctly and incorrectly throughout a game-time. |
| 4 | Moving time in exercise | The time of the movement when the patient continues moving correctly (as required by the exercise) throughout the exergame-time. |
| 5 | Average acceleration | The average of the positive change rate of the velocity divided by the overall duration of the exergame. |
| 6 | Average deceleration | The average of the negative change rate of the velocity divided by the overall duration of the exergame. |
| 7 | Average accuracy | The accuracy of the movement for each exergame. |
| 8 | Average congruent correct answer reaction time | The movement with the objects in the game during positive reaction time where the reaction time is the positive response time for each event in the game. |
| 9 | Average congruent incorrect answer reaction time | Congruent movement with the objects during a negative reaction time by responding to each event. |
| 10 | Average percentage | Average range of motion that the patient performs during the exercise. |
| 11 | Average speed | The result by dividing the distance with the overall Time duration when the movement is performed correctly. |
| 12 | Average variation | The average interval of range of motion, a patient, performs during an exercise. |
| 13 | Distance | Total distances performed by a specific joint. |
| 14 | Maximum percentage | Maximum range of motion carried out by a patient throughout the exergame. |
| 15 | Minimum percentage | Minimum range of motion carried out by a patient throughout the exergame. |
| 16 | Repetition | The total number of correct movements throughout the exergame. |
| 17 | Points | The total scores achieved throughout the exergame. |
Figure 2An example of the dialogue box for item settings.
Description of MIRA platform settings.
| No | MIRA platform setting | Description |
|---|---|---|
| 1 | Item duration | Assign the duration of the exergame according to the patient’s ability between 1 and 10 min (1 min is the default duration). |
| 2 | Side | Assign the side of the patient used in the exergame, which can be left or right, or even both. |
| 3 | Tolerance | Assign the percentage between 0% and 100%. The tolerance is the accepted error in performing the required exercise, to enable the patient to play easily when they cannot perform the entire correct movement of the exercise. |
| 4 | Min range | Assign the percentage between 0% and 100%. The minimum range of motion required by the patient to play exergames. |
| 5 | Max range | Assign the percentage between 0% and 100%. The maximum range of motion required by the patient who plays an exergame. |
| 6 | Difficulty of game | Assign the difficulty of the exergame with values easy, medium or hard. |
Figure 3The framework of the ReComs approach.
Figure 4The framework of the ReComs+ approach.
Figure 5The framework of the ReComs++ approach.
Figure 6An example of the overfitted predicted features using ReComS.
The factors’ values of BFOA.
| BFOA factors | No | Parameters | No |
|---|---|---|---|
| P dimension of search space | 30 | Reproduction steps | 4 |
| Number of bacteria groups | 6 | Elimination-dispersal steps | 4 |
| Number of iterations | 20 | Probability of elimination-dispersal | 0.25 |
| Optimum RMSE | 0.1 | 0.1 | |
| Run length unit | 0.09 | 0.2 | |
| chemotactic steps | 6 | 0.1 | |
| The swimming length | 4 | 5 |
Figure 7The prediction performance (RMSE) of ReComS.
Figure 8The prediction performance of ReComS+ using five clusters.
Figure 9The prediction performance (RMSE) of ReComS+ using various clusters.
Figure 10The prediction performance of the ReComS++ approach based on optimisation.
Figure 11Comparisons among the ReComS approaches.
Figure 12The threshold for deciding the predicted variables’ values of the item setting in MIRA.
Figure 13An example of the output predicted values for the item setting by the ReComS approach.
Figure 14MIRA interface provides preferences by ReComS++ for the input settings.
An example of information collected by the physiotherapist for MIRA and ReComS++.
| Date | Patient ID | Movement | Side | Preference | Game | Observation | |||
|---|---|---|---|---|---|---|---|---|---|
| Tolerance | Min Range | Max range | Difficulty | ||||||
| 5/8/2019 | 3522 | Elbow Flexion | R | 20 | 0 | 100 | Easy | Catch | P |
| General Arm | R | 20 | 0 | 80 | Easy | Catch | P | ||
| Shoulder Internal Rotation | R | 20 | 0 | 70 | Easy | Catch | P | ||
| Shoulder External Rotation | R | 20 | 0 | 100 | Easy | Catch | P | ||
| 5/8/2019 | 3566 | Elbow Flexion with Abduction | L | 30 | 0 | 100 | Easy | Colour Blocks | P |
| General Full Body | L | 20 | 0 | 100 | Easy | Basketball | P | ||
| Shoulder Abduction | L | 20 | 0 | 100 | Easy | Colour Blocks | P | ||
| 5/8/2019 | 3597 | Elbow Flexion | L | 20 | 0 | 100 | Medium mm | Catch | N |
| Spine Lateral Flexion | L | 20 | 0 | 100 | Medium | Colour Blocks | P | ||
| Spine Frontal Flexion | L | 20 | 0 | 100 | Medium | Catch | P | ||
| Shoulder Internal Rotation | L | 20 | 0 | 100 | Medium | Catch | P | ||
| 5/8/2019 | 3553 | Elbow Flexion | L | 30 | 0 | 100 | Easy | Catch | P |
| Spine Frontal Flexion | L | 20 | 0 | 70 | Easy | Catch | P | ||
| Spine Lateral Flexion | L | 30 | 0 | 100 | Easy | Colour Blocks | P | ||
| Functional Reach | L | 30 | 0 | 70 | Easy | Grab | P | ||
| Shoulder Frontal Flexion | L | 30 | 0 | 100 | Easy | Colour Blocks | P | ||
| Sit To Stand | L | 20 | 0 | 100 | Medium | Atlantis | P | ||
| 5/8/2019 | 3598 | Elbow Flexion in Abduction | L | 20 | 0 | 100 | Medium | Colour Blocks | P |
| General Full Body | L | 20 | 0 | 100 | Medium | Basketball | P | ||
| Functional Reach | L | 20 | 0 | 100 | Medium | Grab | P | ||
| 6/8/2019 | 3501 | General Arm | R | 20 | 0 | 100 | Easy | Catch | P |
| General Shoulder | R | 20 | 0 | 100 | Medium | Catch | P | ||
| Elbow Flexion | L | 20 | 0 | 100 | Easy | Catch | N | ||
| Spine Lateral Flexion | 30 | 0 | 100 | Easy | Colour Blocks | P | |||
| 6/8/2019 | 3540 | Elbow Flexion | L | 20 | 0 | 100 | Medium | Catch | P |
| Shoulder Internal Rotation | L | 20 | 0 | 100 | Medium | Catch | P | ||
| General Arm | L | 20 | 0 | 100 | Medium | Catch | P | ||
| General Arm | R | 20 | 0 | 100 | Medium | Catch | P | ||
Effectiveness of preferences by ReComS++ according to the physiotherapist’s observation.
| Positive preferences | Number | Results by percentage |
|---|---|---|
| Patients have played a set of exergames by MIRA | 28 | |
| Period of evaluation | 5 weeks | |
| Exergames preferences | 1,182 | |
| Negative preferences (N) | 168 | 14.21% |
| Positive preferences (P) | 1,014 | 85.79% |