Computer games are a promising tool to support rehabilitation at home. It is widely recognized that rehabilitation games should (i) be nicely integrated in generalpurpose rehabilitation stations, (ii) adhere to the constraints posed by the clinical protocols, (iii) involve movements that are functional to reach the rehabilitation goal, and (iv) adapt to the patients’ current status and progress. However, the vast majority of existing rehabilitation games are stand-alone applications (not integrated in a patient station), that rarely adapt to the patients’ condition. In this paper, we present the first prototype of the patient rehabilitation station we developed that integrates video games for rehabilitation with methods of computational intelligence both for on-line monitoring the movements execution during the games and for adapting the gameplay to the patients’ status. The station employs a fuzzy system to monitor the exercises execution, on-line, according to the clinical constraints defined by the therapist at configuration time, and to provide direct feedback to the patients. At the same time, it applies real-time adaptation (using the Quest Bayesian adaptive approach) to modify the game play according both (i) to the patient current performance and progress and (ii) to the exercises plan specified by the therapist. Finally, we present one of the games available in our patient stations (designed in tight cooperation with therapists) that integrates monitoring functionalities with in-game self-adaptation to provide the best support possible to patients during their routine.

Self-adaptive games for rehabilitation at home / M. Pirovano, R. Mainetti, P.L. Lanzi, N.A. Borghese - In: IEEE International Conference on computational intelligence and games, CIG 2012 : 11-14 september 2012, Granada (Spain) : proceedings[s.l] : Institute of electrical and electronics engineers, 2012. - pp. 179-186 (( convegno IEEE Conference on Computational Intelligence and Games tenutosi a Granada nel 2012 [10.1109/CIG.2012.6374154].

Self-adaptive games for rehabilitation at home

M. Pirovano
Primo
;
R. Mainetti
Secondo
;
N.A. Borghese
Ultimo
2012

Abstract

Computer games are a promising tool to support rehabilitation at home. It is widely recognized that rehabilitation games should (i) be nicely integrated in generalpurpose rehabilitation stations, (ii) adhere to the constraints posed by the clinical protocols, (iii) involve movements that are functional to reach the rehabilitation goal, and (iv) adapt to the patients’ current status and progress. However, the vast majority of existing rehabilitation games are stand-alone applications (not integrated in a patient station), that rarely adapt to the patients’ condition. In this paper, we present the first prototype of the patient rehabilitation station we developed that integrates video games for rehabilitation with methods of computational intelligence both for on-line monitoring the movements execution during the games and for adapting the gameplay to the patients’ status. The station employs a fuzzy system to monitor the exercises execution, on-line, according to the clinical constraints defined by the therapist at configuration time, and to provide direct feedback to the patients. At the same time, it applies real-time adaptation (using the Quest Bayesian adaptive approach) to modify the game play according both (i) to the patient current performance and progress and (ii) to the exercises plan specified by the therapist. Finally, we present one of the games available in our patient stations (designed in tight cooperation with therapists) that integrates monitoring functionalities with in-game self-adaptation to provide the best support possible to patients during their routine.
Settore INF/01 - Informatica
Rehabilitative Wayout In Responsive home Environments
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Utilizza questo identificativo per citare o creare un link a questo documento: http://hdl.handle.net/2434/213502
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