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Adaptive Rehabilitation Bots in Serious Games †

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 adapt...

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Detalles Bibliográficos
Autores principales: Afyouni, Imad, Murad, Abdullah, Einea, Anas
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7763621/
https://www.ncbi.nlm.nih.gov/pubmed/33316916
http://dx.doi.org/10.3390/s20247037
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author Afyouni, Imad
Murad, Abdullah
Einea, Anas
author_facet Afyouni, Imad
Murad, Abdullah
Einea, Anas
author_sort Afyouni, Imad
collection PubMed
description 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.
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spelling pubmed-77636212020-12-27 Adaptive Rehabilitation Bots in Serious Games † Afyouni, Imad Murad, Abdullah Einea, Anas Sensors (Basel) Article 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. MDPI 2020-12-09 /pmc/articles/PMC7763621/ /pubmed/33316916 http://dx.doi.org/10.3390/s20247037 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Afyouni, Imad
Murad, Abdullah
Einea, Anas
Adaptive Rehabilitation Bots in Serious Games †
title Adaptive Rehabilitation Bots in Serious Games †
title_full Adaptive Rehabilitation Bots in Serious Games †
title_fullStr Adaptive Rehabilitation Bots in Serious Games †
title_full_unstemmed Adaptive Rehabilitation Bots in Serious Games †
title_short Adaptive Rehabilitation Bots in Serious Games †
title_sort adaptive rehabilitation bots in serious games †
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7763621/
https://www.ncbi.nlm.nih.gov/pubmed/33316916
http://dx.doi.org/10.3390/s20247037
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