Thoroughly Approach to Upper Limb Rehabilitation Using Serious Games for Intensive Group Physical Therapy or Individual Biofeedback Training

Author(s):  
Marcos Cordeiro d'Ornellas ◽  
Diego Joao Cargnin ◽  
Ana Lucia Cervi Prado
2015 ◽  
Vol 25 (1) ◽  
pp. 65-98 ◽  
Author(s):  
Nadia Hocine ◽  
Abdelkader Gouaïch ◽  
Stefano A. Cerri ◽  
Denis Mottet ◽  
Jérome Froger ◽  
...  

Author(s):  
James William Burke ◽  
Michael McNeill ◽  
Darryl Charles ◽  
Philip Morrow ◽  
Jacqui Crosbie ◽  
...  

2021 ◽  
Author(s):  
Silvia Guillén-Climent ◽  
Ainara Garzo ◽  
María Nieves Muñoz-Alcaraz ◽  
Pablo Casado-Adam ◽  
Javier Arcas Ruiz-Ruano ◽  
...  

Abstract Background: Neuroscience and neurotechnology are transforming stroke rehabilitation. Robotic devices, in addition to telerehabilitation, are increasingly being used to train the upper limbs after stroke, and their use at home allows us to extend institutional rehabilitation by increasing and prolonging therapy. The aim of this study is to assess the usability of the MERLIN robotic system based on serious games for upper limb rehabilitation in people with stroke in the home environment.Methods: 9 participants with a stroke in three different stages of recovery (subacute, short-term chronic and long-term chronic) with impaired arm/hand function, were recruited to use the MERLIN system for 3 weeks: one week training at the Maimonides Biomedical Research Institute of Cordoba (IMIBIC), and 2 weeks at the patients’ homes. To evaluate usability, the System Usability Scale (SUS), Adapted Intrinsic Motivation Inventory (IMI), Quebec User Evaluation of Satisfaction with assistive Technology (QUEST), and the ArmAssist Usability Assessment Questionnaire were used in the post-intervention. Clinical outcomes for upper limb motor function were assessed pre- and post-intervention.Results: 9 patients participated in and completed the study. The usability assessment reported a high level of satisfaction: mean SUS score 71.94 % (SD=16.38), mean QUEST scale 3.81 (SD=0.38), and mean Adapted IMI score 6.12 (SD=1.36). The results of the ArmAssist Questionnaire showed an average of 6 out of 7, which indicates that MERLIN is extremely intuitive, easy to learn and easy to use. Regarding clinical assessment, the Fugl-Meyer scores showed moderate improvements from pre- to post-intervention in the total score of motor function (p = 0.002). There were no significant changes in the Modified Ashworth scale outcomes (p = 0.169).Conclusions: This usability study indicates that home-based rehabilitation for upper limbs with the MERLIN system is safe, useful, feasible and motivating. Telerehabilitation constitutes a major step forward in the use of intensive rehabilitation at home.Trial registration: ClinicalTrials.gov, NCT04405609. Registered 06 January 2020 - Retrospectively registered, https://clinicaltrials.gov/ct2/show/NCT04405609


2022 ◽  
pp. 235-261
Author(s):  
Robert Herne ◽  
Mohd Fairuz Shiratuddin ◽  
Shri Rai ◽  
David Blacker

Stroke is a debilitating condition that impairs one's ability to live independently while also greatly decreasing one's quality of life. For these reasons, stroke rehabilitation is important. Engagement is a crucial part of rehabilitation, increasing a stroke survivor's recovery rate and the positive outcomes of their rehabilitation. For this reason, virtual reality (VR) has been widely used to gamify stroke rehabilitation to support engagement. Given that VR and the serious games that form its basis may not necessarily be engaging in themselves, ensuring that their design is engaging is important. This chapter discusses 39 principles that may be useful for engaging stroke survivors with VR-based rehabilitation post-stroke. This chapter then discusses a subset of the game design principles that are likely to engage stroke survivors with VR designed for upper limb rehabilitation post-stroke.


2011 ◽  
Vol 1 (4) ◽  
pp. 60-73 ◽  
Author(s):  
Andrew M. Burton ◽  
Hao Liu ◽  
Steven Battersby ◽  
David Brown ◽  
Nasser Sherkat ◽  
...  

Stroke is the main cause of long term disability worldwide. Of those surviving, more than half will fail to regain functional usage of their impaired upper limb. Typically stroke upper limb rehabilitation exercises consist of repeated movements, which when tracked can form the basis of inputs to games. This paper discusses two systems utilizing Wii™ technology, and thermal and visual tracking respectively to capture motions. The captured motions are used as inputs to specially designed games, which encourage the users to perform repeated rehabilitation movements. This paper discusses the implementation of the two systems, the developed games, and their relative advantages and disadvantages. It also describes the upcoming testing phase of the project.


Author(s):  
Silvia Guillén-Climent ◽  
Ainara Garzo ◽  
María Nieves Muñoz-Alcaraz ◽  
Pablo Casado-Adam ◽  
Javier Arcas-Ruiz-Ruano ◽  
...  

Abstract Background Neuroscience and neurotechnology are transforming stroke rehabilitation. Robotic devices, in addition to telerehabilitation, are increasingly being used to train the upper limbs after stroke, and their use at home allows us to extend institutional rehabilitation by increasing and prolonging therapy. The aim of this study is to assess the usability of the MERLIN robotic system based on serious games for upper limb rehabilitation in people with stroke in the home environment. Methods 9 participants with a stroke in three different stages of recovery (subacute, short-term chronic and long-term chronic) with impaired arm/hand function, were recruited to use the MERLIN system for 3 weeks: 1 week training at the Maimonides Biomedical Research Institute of Cordoba (IMIBIC), and 2 weeks at the patients’ homes. To evaluate usability, the System Usability Scale (SUS), Adapted Intrinsic Motivation Inventory (IMI), Quebec User Evaluation of Satisfaction with assistive Technology (QUEST), and the ArmAssist Usability Assessment Questionnaire were used in the post-intervention. Clinical outcomes for upper limb motor function were assessed pre- and post-intervention. Results 9 patients participated in and completed the study. The usability assessment reported a high level of satisfaction: mean SUS score 71.94 % (SD = 16.38), mean QUEST scale 3.81 (SD = 0.38), and mean Adapted IMI score 6.12 (SD = 1.36). The results of the ArmAssist Questionnaire showed an average of 6 out of 7, which indicates that MERLIN is extremely intuitive, easy to learn and easy to use. Regarding clinical assessment, the Fugl-Meyer scores showed moderate improvements from pre- to post-intervention in the total score of motor function (p = 0.002). There were no significant changes in the Modified Ashworth scale outcomes (p = 0.169). Conclusions This usability study indicates that home-based rehabilitation for upper limbs with the MERLIN system is safe, useful, feasible and motivating. Telerehabilitation constitutes a major step forward in the use of intensive rehabilitation at home. Trial registration ClinicalTrials.gov, NCT04405609. Registered 06 January 2020—Retrospectively registered, https://clinicaltrials.gov/ct2/show/NCT04405609


2019 ◽  
Vol 11 (9) ◽  
pp. 168781401987553 ◽  
Author(s):  
Akim Kapsalyamov ◽  
Shahid Hussain ◽  
Askhat Sharipov ◽  
Prashant Jamwal

Post-stroke paralysis, whereby subjects loose voluntary control over muscle actuation, is one of the main causes of disability. Repetitive physical therapy can reinstate lost motions and strengths through neuroplasticity. However, manually delivered therapies are becoming ineffective due to scarcity of therapists, subjectivity in the treatment, and lack of patient motivation. Robot-assisted physical therapy is being researched these days to impart an evidence-based systematic treatment. Recently, intelligent controllers and brain–computer interface are proposed for rehabilitation robots to encourage patient participation which is the key to quick recovery. In the present work, a brain–computer interface and assist-as-needed training paradigm have been proposed for an upper limb rehabilitation robot. The brain–computer interface system is implemented with the use of electroencephalography sensor; moreover, backdrivability in the actuator has been achieved with the use of assist-as-needed control approach, which allows subjects to move the robot actively using their limited motions and strengths. The robot only assists for the remaining course of trajectory which subjects are unable to perform themselves. The robot intervention point is obtained from the patient’s intent which is captured through brain–computer interface. Problems encountered during the practical implementation of brain–computer interface and achievement of backdrivability in the actuator have been discussed and resolved.


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