| Literature DB >> 34747715 |
Christian Alexander Garske1, Matthew Dyson1, Sigrid Dupan2, Graham Morgan3, Kianoush Nazarpour2.
Abstract
Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training software for upper limb prosthetic rehabilitation found that researchers typically followed one of two broad approaches: (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer-enabling task structure. However, the literature shows a recent surge in the number of game-based prosthetic training tools, which focus on engagement without heeding the importance of skill transfer. This influx appears to have been strongly influenced by the availability of both software and hardware, specifically the launch of a commercially available acquisition device and freely available high-profile game development engines. In this Viewpoint, we share our perspective on the current trends and progress of serious games for prosthetic training. ©Christian Alexander Garske, Matthew Dyson, Sigrid Dupan, Graham Morgan, Kianoush Nazarpour. Originally published in JMIR Serious Games (https://games.jmir.org), 08.11.2021.Entities:
Keywords: arm prosthesis; engagement; rehabilitation; serious games; transfer; upper limb; virtual games; virtual training
Year: 2021 PMID: 34747715 PMCID: PMC8663510 DOI: 10.2196/28079
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Categorization of the virtual training programs.
| Names | Publications | ||
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| Air-Guitar Hero (rhythm game) | [ | |
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| WiiEMG (sports game) | [ | |
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| Sonic Racing (racing game) | [ | |
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| MyoBox (dexterity game) | [ | |
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| Flappy Bird (sidescroller)a | [ | |
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| Space Invaders (fixed shooter)a | [ | |
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| MyoBeatz (rhythm game)b | [ | |
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| Falling of Momo (vertical scroller)b | [ | |
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| Volcanic Crush (reaction game)a,b | [ | |
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| Dino Sprint (endless runner)a,b | [ | |
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| Dino Feast (dexterity game)a,b | [ | |
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| Space ARMada (fixed shooter) | [ | |
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| SuperTuxKart (racing game) | [ | |
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| Step Mania 5 (rhythm game) | [ | |
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| Pospos (dexterity game) | [ | |
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| Who nose?/Nose Picker (simple game)a | [ | |
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| Smash Bro/Bash and Debris (sidescroller)a | [ | |
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| Sushi Slap (action game)a | [ | |
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| Crazy Meteor (multidirectional shooter)a | [ | |
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| Dog Jump/Beeline Border Collie (sidescroller) | [ | |
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| Breakout-EMG (arcade game) | [ | |
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| Training Game Prototypea | [ | |
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| Dino Claw (dexterity game)a,b | [ | |
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| Training, TACc test, and Crossbow Gamea | [ | |
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| UpBeat (rhythm game)a,b | [ | |
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| Rhythm Gamea,b | [ | |
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| Crate Whacker (tech demo)b | [ | |
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| Race the Sun (endless runner)b | [ | |
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| Fruit Ninja (dexterity game)b | [ | |
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| Kaiju Carnage (action game)b | [ | |
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| UVa Neuromuscular Training System | [ | |
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| Commercial software PAULA | [ | |
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| Virtual training | [ | |
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| Virtual training environment | [ | |
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| Mixed reality trainingb | [ | |
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| Virtual box and beans testb | [ | |
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| Virtual box and blocks testa,b | [ | |
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| Virtual rehabilitation training toola,b | [ | |
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| VITA: Virtual Therapy Arma,b | [ | |
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| Explorationa,b | [ | |
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| AR prosthesis simulator | [ | |
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| Virtual training system | [ | |
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| Training system | [ | |
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| Catching simulator | [ | |
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| Performance assessment | [ | |
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| Catching simulator Prosthesis Gripper | [ | |
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| MSMS (Musculoskeletal Modelling Software) | [ | |
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| Prosthesis simulator | [ | |
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| VRd testing environment | [ | |
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| Virtual simulation | [ | |
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| VR evaluation environment | [ | |
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| Virtual reality environment System | [ | |
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| ARe training systema | [ | |
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| Myoelectric training tool | [ | |
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| Training environment | [ | |
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| Virtual prosthesis | [ | |
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| Virtual model | [ | |
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| Training platform | [ | |
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| Manus VR Training Platform | [ | |
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| Dual-arm EMGf signal control training system | [ | |
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| Myoelectric Control Evaluation and Trainer System | [ | |
aDeveloped using the Unity engine.
bUses the Myo Gesture Control Armband.
cTAC: Target Achievement Control.
dVR: Virtual Reality.
eAR: Augmented Reality.
fEMG: electromyography.
Figure 1Heatmap of the authors’ software classification against the performed tasks: serious games using abstract tasks [2,10-12,15-30], tasks related to ADL [10,31], and posture reproduction tasks [4,13,32,33]; as well as simulators using abstract tasks [34-36], ADL-related tasks [19,37-54], and posture reproduction tasks [56-67]. ADL: activities of daily living.
Figure 2Number of training software introduced by task, software, and environment type. ADL: activities of daily living; AR: augmented reality; VR: virtual reality.
Figure 3Diagram of the existent and recommended habit loops.