Keep on Moving Designing Physiotherapeutic Exergames for Different Devices and Exercises (original) (raw)

Exergaming and rehabilitation: A methodology for the design of effective and safe therapeutic exergames

Entertainment Computing, 2015

We present here a comprehensive definition of therapeutic exergames from which a methodology to create safe exergames for real therapy pathways is derived. Three main steps are identified. (I) A clear identification of all the exercise requirements, not only in terms of goals of the therapy, but also in terms of additional constraints. Characteristic parameters for determining the challenge level and to assess progression are also defined in this phase. (II) The exercise is transformed into a Virtual Exercise, in which all the exercise elements are implemented inside a simple virtual environment. In this step the discussion between clinical and ICT teams allows maximizing the effectiveness of exergames implementation. (III) The final exergame is realized by introducing on top of the exercise all the game elements suggested by good game design to maximize entertainment. A clear line between exercises and games is drawn here. We illustrate the methodology with exergames designed for (1) balance and posture and (2) neglect rehabilitation, implemented and tested with post-stroke patients training autonomously at home. The methodology can have a broader impact as it can be applied also in other gaming fields in which the requirements go beyond entertainment.

A Comparison of Exergaming Interfaces for Use in Rehabilitation Programs and Research

Exergames or active video games are video games with interfaces that require active involvement and the exertion of physical force by participants. These exergames are designed to track body motion and provide both fun and exercise for game players. Numerous video game console companies have designed exergaming interfaces that are becoming very popular. This paper examines the nature of the interfaces and explores the possibility of using these interfaces for rehabilitation programs and research. While many systems exist, this paper will focus on three major players: Sony PlayStation Move, Nintendo Wii, and Microsoft Xbox 360 Kinect. Comparisons include the technical specifications, the motion sensed by each interface, and the motion required in each therapeutic activity type. Discussion addresses the research implications of using these tools.

Creation of Physiatric Exercises for Remote Use in Rehabilitation Exergames

2018

The current demographic ageing in Europe is the result of a relevant economic, social, and medical development. Nevertheless, at the same time, it is also leading to a significant increase in the demand for long-term care (LTC), especially for seniors. One viable way to offer qualified cares at home, while at the same time containing costs, is to exploit digital technologies as enablers of a constant interaction between seniors and assisting personnel. In particular, (video) games have already been identified as a viable way to foster motivation and engagement in the long term. While technical solutions to provide at home LTC has already been proposed, the scientific community is still working on general methodologies to streamline the process on the caretaker’s side. In this paper, we focus on a software application to design and propose physiatric exercises from a remote location. These exercises can be extremely tailored on the requirements of each patient and can be monitored in...

Gamification of Movement Exercises in Rehabilitation and Prevention: A Framework for Smart Training in AI-Based Exergames

Advances in Industrial Design, 2021

Activities for rehabilitation and prevention are often lengthy and associated with pain and frustration. Their playful enrichment (hereafter: gamification) can counteract this, resulting in so-called “exergames”. However, in contrast to games designed solely for entertainment, the increased motivation and immersion in gamified training can lead to a reduced perception of pain and thus to health deterioration. Therefore, it is necessary to monitor activities continuously. However, only an AI-based system able to generate autonomous interventions could vacate the therapists’ costly time and allow better training at home. An automated adjustment of the movement training’s difficulty as well as individualized goal setting and control are essential to achieve such autonomy. This article’s contribution is two-fold: (1) We portray the potentials of gamification in the health area. (2) We present a framework for smart rehabilitation and prevention training allowing autonomous, dynamic, and gamified interactions.

The Design of a Virtual Rehabilitation Game

This paper presents the design of a serious game to help rehabilitation of upper limbs motor dysfunction in neurological patients using Virtual Reality (VR) technology. A special type of VR, Artificial Reality (AR), is used. AR allows patients to see them projected onto a computer generated reality and their movements are sensed by a webcam with no need for devices or props. Serious games like these promote benefits to the rehabilitation process by increasing patients' motivation and making them extend the treatment for a longer period. The game, called Dance2Rehab (D2R), produces rain drops on the screen and the player should try to touch them virtually. Drops are produced to make patients execute a variety of movements on both arms mimicking some sort of dancing moves. The game accommodates differences in performance due to physical pathological limitations: (i) it can be customized once his range of motion limitations and weakness level are taken into account to alter the game for each side and each patient. This feature avoids initial frustration once the impaired arm cannot be required to move as the other; (ii) it has an adaptivity features that sense patients' performance and alter its behavior in two ways: firstly, during a session of use, the game difficulty (falling speed, number of objects in scene and, minimum heights for scoring) evolves as the patient increases the number of hits, and; secondly, on successive sessions of use, the scoring pattern changes as a function of the patients' physical conditions evolution. To this latter feature, the space of movements required from the patient is widened accordingly. A scoring pattern has been constructed in such a way that movements with wider elbow and shoulder angles are the most valued. Fine tuning the speed values, the number of difficulty levels, the scoring patterns as well as feedback sounds and information, calibration procedures and session duration, among other game features, have been done after a lot of experimentation. All experimentation was necessary because there are no guidelines to be followed and it proved to be a challenging design step because computer scientists, physiotherapists and patients´ expectations are very different. The paper describes detailed functioning of the game and the designing decision making process.

Modeling therapy rehabilitation sessions using non-invasive serious games

2014 IEEE International Symposium on Medical Measurements and Applications (MeMeA), 2014

The use of non-invasive methods for detecting motion of the human body in three dimensions has become very popular in recent years due to commercial availability of economically priced 3D sensors. In this paper, we present a web-based interactive serious game interface that uses noninvasive methods to recognize the movements of the body. Our framework provides a mechanism that can engage disabled children in playing serious games while tracking, in the background, their movements in the 3D axes. Motion data of the subjects is collected through multiple sensors in a noninvasive manner. This information can be displayed on screen in a live manner or recorded for offline replaying and data analysis. The system incorporates an intelligent authoring tool that allows the therapist to design a therapy and assign it to a patient. The subject as well as other members of the Community of Interest such as therapists, parents and caregivers can view the results at any time and thus could follow up with patient's progress.

A serious game for virtual rehabilitation: evaluation with patients and physiotherapists

Journal on Interactive Systems

Games can make training procedures more engaging for patients. Considering the complexity of the process for upper limb function rehabilitation, this paper presents the development and an initial evaluation of the AGaR – a serious game with virtual reality and natural interaction, both to aid patients to execute repetitive exercises and to aid physiotherapists to follow the rehabilitation process. Additionally, we obtain and analyze data about patients’ engagement as a differential in relation to others games developed for similar goals. In this game, the patient has to associate two different images with complementary meanings, using a movement sensor to drag the image to the target. We conducted an experiment with physiotherapists in order to evaluate the feasibility of applying the game in real therapies. We also conducted an initial experiment with patients. The results show that physiotherapists believe that the game is effective and might be used during therapies. From the exp...

PocketPT – A Personalized Therapeutic Game Platform

GSTF Journal on Computing (JoC), 2014

Consumer gaming platforms such as the Nintendo Wii and Xbox Kinect have been used for therapeutic purposes with varying levels of success. One limitation is the fact that most commercially available video games are designed for the general population and are often overwhelming and difficult for patients to use that present with motor and cognitive impairments as a result of brain injury. Specialized therapeutic medical devices are not only expensive and non-portable, they also make limited use of video games features to better engage and motivate the patient. This study aims to overcome these shortcomings and provide game developers and stakeholders with a more nuanced understanding of how video game technology can be effectively used for physical therapy. A collaborative initiative involving a group of software developers, hardware designers and physical therapists, set out to identify and address the issues that have made the adoption of existing game platforms for therapeutic purposes problematic in a clinical setting. The outcome of this initiative is PocketPTa personalized therapeutic game platform that provides a therapist designed and configured therapeutic game experience that is customized for a particular patient's unique presentation. Results from an initial clinical study with participants with brain injuries are reported and discussed.

Virtual Reality-Based Exercise with Exergames as Medicine in Different Contexts: A Short Review

Clinical Practice & Epidemiology in Mental Health, 2019

There is enough evidence that, nowadays, the sedentary lifestyle is one of the major health problems worldwide, linked to many chronic diseases, including mental comorbidities, systemic hypertension, metabolic dysregulation, and cancer. Although health societies recommend engagement to physical activities, there is an overwhelming number of people remaining sedentary, even knowing the health benefits of regular exercises. One of the main factors that justifies this scenario is the lack of motivation, which is a barrier to people intended to start new habits for health. Considering this previous information, new alternatives for exercises may help people engage in a healthier lifestyle. Technology has contributed to this with devices that allow movements based on virtual reality approaches, including the exergames. These are games available even in commercial devices, as video-games, that allow people to work with different physical components. Furthermore, exergames add cognitive ga...

A physiotherapy toolkit using video games and motion tracking technologies

2013 IEEE Global Humanitarian Technology Conference: South Asia Satellite (GHTC-SAS), 2013

This paper proposes a software toolkit that Physiotherapists can use to integrate physical therapy exercises with a variety of video games. The toolkit will support a variety of motion tracking technologies and the data from these sensors will help the therapist monitor the performance of the patients and control parameters to advance the therapy appropriately. This technique will be especially useful for disabled patients in developing nations with little access to quality rehabilitation facilities but where computers and mobile phones have penetrated extensively. Using popular games for therapy helps the patient become motivated enough to perform therapy exercise steps repeatedly.