Advertisement

Gamification of Upper Limb Tangible-Wearable Rehabilitation Devices

  • Dilek OlcayEmail author
  • Serap Ulusam Seckiner
Conference paper
  • 17 Downloads
Part of the Lecture Notes in Management and Industrial Engineering book series (LNMIE)

Abstract

The researchers have focused on device-aided rehabilitation systems for many years. Wearable, tangible devices, and virtual reality technologies have been used to rehabilitate impaired patients in rehabilitation centers since repetitive exercises induce neuroplasticity. Neuroplasticity is the capability of a neural network system to new situations or environmental and behavioral changes. During this adaptation stage, the brain forms new neural connections that cut off old injured ones, and it reorganizes itself. This lifelong process continues throughout a person’s life. The brain reshapes and rewires itself by synaptic pruning, deleting the neural connections that are no longer necessary and make the useful connections stronger. Some research studies have proved that intensive therapy sessions at hospital and rehabilitation centers improve the motor skills of patients. However, device-aided therapies applied in centers have expensive, time, and labor consuming issues. Additionally, some patients find repetitive exercises hard and boring. For this reason, home-based and gamified rehabilitation tools, devices, and robots have been becoming more attractive. Starting to use upper limb partially or completely is one of the most important issues makes the daily and business life of patients more comfortable. Games integrated to home-based, tangible-wearable rehabilitation devices designed for upper limb impairments, especially after stroke have been started to be used for motivating the patients to continue rehabilitation exercises. The design and manufacturing of wearable and tangible, game-based equipment is a subject of a multidisciplinary study and requires mainly engineering, medical, and education sciences. The purpose of this study is conducting a literature review to provide foundation knowledge on the topic and a picture about the research problem being studied clarifying what has been done until now and what is needed to be done.

Keywords

Gamification Rehabilitation Tangible Wearable Upper limb Device Home-based rehabilitation 

References

  1. Elrefaei LA, Azan B, Hakami S, Melebari S (2019) JCAVE: a 3D interactive game to assist home physiotherapy rehabilitation. Int J Multimedia Appl 11(2):01–20.  https://doi.org/10.5121/ijma.2019.11201CrossRefGoogle Scholar
  2. Afyouni I, Rehman FU, Qamar AM, Ghani S, Hussain SO, Sadiq B, Rahman MA, Murad A, Basalamah S (2017) A therapy-driven gamification framework for hand rehabilitation. User Model User-Adap Inter 27(2):215–265.  https://doi.org/10.1007/s11257-017-9191-4CrossRefGoogle Scholar
  3. Alankus G, Lazar A, May M, Kelleher C (2010) Towards customizable games for stroke rehabilitation, p 2113.  https://doi.org/10.1145/1753326.1753649
  4. Stroke Association (2018) State of the Nation Stroke Statistics, February 2018. https://www.stroke.org.uk/system/files/sotn_2018.pdf
  5. Borghese NA, Pirovano M, Lanzi PL, Wüest S, de Bruin ED (2013) Computational intelligence and game design for effective at-home stroke rehabilitation. Games Health J 2(2):81–88.  https://doi.org/10.1089/g4h.2012.0073CrossRefGoogle Scholar
  6. Burke JW, McNeill MDJ, Charles DK, Morrow PJ, Crosbie JH, McDonough SM (2009) Optimising engagement for stroke rehabilitation using serious games. Visual Comput 25(12):1085–1099.  https://doi.org/10.1007/s00371-009-0387-4CrossRefGoogle Scholar
  7. Ferreira C, Guimarães V, Santos A, Sousa I (2014) Gamification of stroke rehabilitation exercises using a smartphone 5:2–5.  https://doi.org/10.4108/icst.pervasivehealth.2014.255326
  8. Freitas DQ, Da Gama AEF, Figueiredo L, Chaves TM, Marques-oliveira D, Teichrieb V, Araújo C (2012) Development and evaluation of a Kinect based motor rehabilitation game. In: SBC - proceedings of SBGames 2012, pp 144–153Google Scholar
  9. Lai Y, Sutjipto S, Clout MD, Carmichael MG, Paul G (2018) GAVRe 2: towards data-driven upper-limb rehabilitation with adaptive-feedback gamification. In: 2018 IEEE international conference on robotics and biomimetics (ROBIO), pp 164–169Google Scholar
  10. Goršič M, Cikajlo I, Novak D (2017) Competitive and cooperative arm rehabilitation games played by a patient and unimpaired person: effects on motivation and exercise intensity. J NeuroEng Rehabil 14(1):1–18.  https://doi.org/10.1186/s12984-017-0231-4CrossRefGoogle Scholar
  11. Guneysu Ozgur A, Wessel MJ, Johal W, Sharma K, Özgür A, Vuadens P, Mondada F, Hummel FC, Dillenbourg P (2018) Iterative design of an upper limb rehabilitation game with tangible robots, pp 241–250.  https://doi.org/10.1145/3171221.3171262
  12. Hondori HM, Khademi M, Dodakian L, Cramer SC, Lopes CV (2013) A spatial augmented reality rehab system for post-stroke hand rehabilitation. Stud Health Technol Inform 184:279–285.  https://doi.org/10.3233/978-1-61499-209-7-279CrossRefGoogle Scholar
  13. Jaramillo-Alcázar A, Salvador-Ullauri L, Luján-Mora S (2018) A mobile serious games assessment tool for people with motor impairments, pp 172–177.  https://doi.org/10.1145/3175536.3175569
  14. Jie S, Yu H, Chaw TL, Chiang CC, Vijayavenkataraman S (2017) An interactive upper limb rehab device for elderly stroke patients. Procedia CIRP 60:488–493.  https://doi.org/10.1016/j.procir.2017.02.040CrossRefGoogle Scholar
  15. Kamkarhaghighi M, Mirza-Babaei P, El-Khatib K, Gerling KM (2017) Architecture guideline for game-based stroke rehabilitation. World J Sci Technol Sustain Dev 14(2/3):228–240.  https://doi.org/10.1108/wjstsd-06-2016-0039CrossRefGoogle Scholar
  16. Karashanov A, Manolova A, Neshov N (2016) Application for hand rehabilitation using leap motion sensor based on a gamification approach. Int J Adv Res Sci Eng 5(2):61–69Google Scholar
  17. Kytö M, Maye L, McGookin D (2019) Using both hands, May 2019, pp 1–14.  https://doi.org/10.1145/3290605.3300612
  18. Kytö M, McGookin D, Bock W, Caltenco HA, Magnusson C (2018) Designing bimanual tangible interaction for stroke survivors, March 2018, pp 245–252.  https://doi.org/10.1145/3173225.3173269
  19. De Leon NI, Bhatt SK, Al-Jumaily A (2014) Augmented reality game based multi-usage rehabilitation therapist for stroke patients. Int J Smart Sens Intell Syst 7(3):1044–1058Google Scholar
  20. Lledó LD, Díez JA, Bertomeu-Motos A, Ezquerro S, Badesa FJ, Sabater-Navarro JM, García-Aracil N (2016) A comparative analysis of 2D and 3D tasks for virtual reality therapies based on robotic-assisted neurorehabilitation for post-stroke patients. Front Aging Neurosci 8:1–16.  https://doi.org/10.3389/fnagi.2016.00205CrossRefGoogle Scholar
  21. Magnusson C, Caltenco HA, McGookin D, Kytö M, Hjaltadóttir I, Hafsteinsdóttir TB, Jónsdóttir H, Bjartmarz I (2017) Tangible interaction for stroke survivors. In: Proceedings of the tenth international conference on tangible, embedded, and embodied interaction - TEI 2017, March 2017, pp 597–602.  https://doi.org/10.1145/3024969.3025073
  22. Masiero S, Poli P, Rosati G, Zanotto D, Iosa M, Paolucci S, Morone G (2014) The value of robotic systems in stroke rehabilitation. Expert Rev Med Devices 11(2):187–198.  https://doi.org/10.1586/17434440.2014.882766CrossRefGoogle Scholar
  23. Nordin N, Xie SQ, Wunsche B (2014) Assessment of movement quality in robot- assisted upper limb rehabilitation after stroke: a review. J NeuroEng Rehabil 11(1).  https://doi.org/10.1186/1743-0003-11-137CrossRefGoogle Scholar
  24. Oujamaa L, Relave I, Froger J, Mottet D, Pelissier J-Y (2009) Rehabilitation of arm function after stroke. Literature review. Ann Phys Rehabil Med 52(3):269–293.  https://doi.org/10.1016/j.rehab.2008.10.003CrossRefGoogle Scholar
  25. Pereira F, Bermúdez S, Ornelas R, Cameirão MS (2018) Exploring materials and object properties in an interactive tangible system for upper limb rehabilitation exploring materials and object properties in an interactive tangible system for upper limb rehabilitation. In: 12th international conference on disability, virtual reality and associated technologies, pp 117–125Google Scholar
  26. Pinto JF, Carvalho HR, Chambel GRR, Ramiro J, Gonçalves A (2018) Adaptive gameplay and difficulty adjustment in a gamified upper-limb rehabilitation. In: 2018 IEEE 6th international conference on serious games and applications for health, SeGAH 2018, pp 1–8.  https://doi.org/10.1109/SeGAH.2018.8401363
  27. Ploderer B, Fong J, Withana A, Klaic M, Nair S, Crocher V, Vetere F, Nanayakkara S (2016) ArmSleeve. In: Proceedings of the 2016 ACM conference on designing interactive systems - DIS 2016, July 2018, pp 700–711.  https://doi.org/10.1145/2901790.2901799
  28. Ploderer B, Stuart J, Tran V, Green TL, Muller J (2017) The transition of stroke survivors from hospital to home, pp 1–9.  https://doi.org/10.1145/3152771.3152772
  29. Rajanna V, Vo P, Barth J, Mjelde M, Grey T, Oduola C, Hammond T (2016) KinoHaptics: an automated, wearable, haptic assisted, physio-therapeutic system for post-surgery rehabilitation and self-care. J Med Syst 40(3):1–12.  https://doi.org/10.1007/s10916-015-0391-3CrossRefGoogle Scholar
  30. Riener R, Nef T, Colombo G (2005) Robot-aided neurorehabilitation of the upper extremities. Med Biol Eng Comput 43(1):2–10.  https://doi.org/10.1007/BF02345116CrossRefGoogle Scholar
  31. Tamayo-Serrano P, Garbaya S, Blazevic P (2018) Gamified in-home rehabilitation for stroke survivors: analytical review. Int J Serious Games 5(1):1–26.  https://doi.org/10.17083/ijsg.v5i1.224
  32. Vandermaesen M, De Weyer T, Feys P, Luyten K, Coninx K (2016) Integrating serious games and tangible objects for functional handgrip training, pp 924–935.  https://doi.org/10.1145/2901790.2901841
  33. Vasconcelos A, Nunes F, Carvalho A, Correia C (2018) Mobile, exercise-agnostic, sensor-based serious games for physical rehabilitation at home, March 2018, pp 271–278.  https://doi.org/10.1145/3173225.3173280
  34. Wang P, Koh GCH, Boucharenc CG, Xu TM, Hamasaki, Yen CC (2017) Developing a tangible gaming board for post-stroke upper limb functional training, March 2018, pp 617–624.  https://doi.org/10.1145/3024969.3025080
  35. Wang Q, Chen W, Markopoulos P (2014) Literature review on wearable systems in upper extremity rehabilitation. In: 2014 IEEE-EMBS international conference on biomedical and health informatics, BHI 2014, pp 551–555.  https://doi.org/10.1109/BHI.2014.6864424
  36. Yang Z, Jie S, Shiqi L, Ping C, Shengjia N (2018) Tangible interactive upper limb training device session: provocations and work-in-progress, pp 1–5.  https://doi.org/10.1145/3197391.3205403
  37. Yang Z, Jie S, Yanhao J, Yixuan B (2019) Interactive tabletop arm reaching exercise, pp 423–428.  https://doi.org/10.1145/3294109.3300978
  38. Yassi N, Campbell BCV (2016) Stroke and TIA crucial knowledge for a critical event. Med Today 17(4):30–38Google Scholar
  39. Yates M, Kelemen A, Lanyi CS (2016) Virtual reality gaming in the rehabilitation of the upper extremities post-stroke. Brain Inj 30(7):855–863.  https://doi.org/10.3109/02699052.2016.1144146CrossRefGoogle Scholar
  40. Yetisen AK, Martinez-Hurtado JL, Ünal B, Khademhosseini A, Butt H (2018) Wearables in medicine. Adv Mater 30(33).  https://doi.org/10.1002/adma.201706910CrossRefGoogle Scholar
  41. Averell E, Knox D (2019) A rhythm-based game for stroke rehabilitation. In: Audio Engineering Society (AES) International Conference on Immersive and Interactive Audio Engineering Society, p 21. https://researchonline.gcu.ac.uk/en/publications/a-rhythm-based-game-for-stroke-rehabilitation
  42. Meenkeri SB (2015) Game based rehabilitation. Master of Science Thesis in Computer Science Science, San Diago State University, ProQuest 1596785. https://www.cs.sdsu.edu/wp-content/uploads/2012/06/5.14.15ShankaraMeenkeri.pdf, https://core.ac.uk/display/48505730, oai:scholarworks.calstate.edu:10211.3/14381

Copyright information

© Springer Nature Switzerland AG 2020

Authors and Affiliations

  1. 1.Industrial Engineering DepartmentGaziantep UniversityGaziantepTurkey

Personalised recommendations