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Improving patient rehabilitation performance in exercise games using collaborative filtering approach

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 accur...

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Autores principales: Ismail, Waidah, Al-Hadi, Ismail Ahmed Al-Qasem, Grosan, Crina, Hendradi, Rimuljo
Formato: Online Artículo Texto
Lenguaje:English
Publicado: PeerJ Inc. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8293928/
https://www.ncbi.nlm.nih.gov/pubmed/34322590
http://dx.doi.org/10.7717/peerj-cs.599
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author Ismail, Waidah
Al-Hadi, Ismail Ahmed Al-Qasem
Grosan, Crina
Hendradi, Rimuljo
author_facet Ismail, Waidah
Al-Hadi, Ismail Ahmed Al-Qasem
Grosan, Crina
Hendradi, Rimuljo
author_sort Ismail, Waidah
collection PubMed
description 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. METHOD: The proposed recommender system (ResComS) suggests the most suitable setting necessary to optimally improve patients’ rehabilitation performances. In the course of developing the recommender system, three methods are proposed and compared: ReComS (K-nearest neighbours and collaborative filtering algorithms), ReComS+ (k-means, K-nearest neighbours, and collaborative filtering algorithms) and ReComS++ (bacterial foraging optimisation, k-means, K-nearest neighbours, and collaborative filtering algorithms). The experimental datasets are collected using the Medical Interactive Recovery Assistant (MIRA) software platform. RESULT: Experimental results, validated by the patients’ exergame performances, reveal that the ReComS++ approach predicts the best exergame settings for patients with 85.76% accuracy.
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spelling pubmed-82939282021-07-27 Improving patient rehabilitation performance in exercise games using collaborative filtering approach Ismail, Waidah Al-Hadi, Ismail Ahmed Al-Qasem Grosan, Crina Hendradi, Rimuljo PeerJ Comput Sci Artificial Intelligence 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. METHOD: The proposed recommender system (ResComS) suggests the most suitable setting necessary to optimally improve patients’ rehabilitation performances. In the course of developing the recommender system, three methods are proposed and compared: ReComS (K-nearest neighbours and collaborative filtering algorithms), ReComS+ (k-means, K-nearest neighbours, and collaborative filtering algorithms) and ReComS++ (bacterial foraging optimisation, k-means, K-nearest neighbours, and collaborative filtering algorithms). The experimental datasets are collected using the Medical Interactive Recovery Assistant (MIRA) software platform. RESULT: Experimental results, validated by the patients’ exergame performances, reveal that the ReComS++ approach predicts the best exergame settings for patients with 85.76% accuracy. PeerJ Inc. 2021-07-14 /pmc/articles/PMC8293928/ /pubmed/34322590 http://dx.doi.org/10.7717/peerj-cs.599 Text en © 2021 Ismail et al. https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, reproduction and adaptation in any medium and for any purpose provided that it is properly attributed. For attribution, the original author(s), title, publication source (PeerJ Computer Science) and either DOI or URL of the article must be cited.
spellingShingle Artificial Intelligence
Ismail, Waidah
Al-Hadi, Ismail Ahmed Al-Qasem
Grosan, Crina
Hendradi, Rimuljo
Improving patient rehabilitation performance in exercise games using collaborative filtering approach
title Improving patient rehabilitation performance in exercise games using collaborative filtering approach
title_full Improving patient rehabilitation performance in exercise games using collaborative filtering approach
title_fullStr Improving patient rehabilitation performance in exercise games using collaborative filtering approach
title_full_unstemmed Improving patient rehabilitation performance in exercise games using collaborative filtering approach
title_short Improving patient rehabilitation performance in exercise games using collaborative filtering approach
title_sort improving patient rehabilitation performance in exercise games using collaborative filtering approach
topic Artificial Intelligence
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8293928/
https://www.ncbi.nlm.nih.gov/pubmed/34322590
http://dx.doi.org/10.7717/peerj-cs.599
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