An Overview of Serious Games in Cognitive Rehabilitation

Author(s):  
Jorge Brandão ◽  
Pedro Cunha ◽  
Vitor Hugo Carvalho ◽  
Filomena O. Soares

Author(s):  
Daniel Lanzoni ◽  
Andrea Vitali ◽  
Daniele Regazzoni ◽  
Caterina Rizzi

Abstract The paper presents a software platform to design serious games for the rehabilitation of severe memory loss by means of Virtual Reality (VR). In particular, the focus is on retrograde amnesia, a condition affecting patient's quality of life usually after brain stroke. At present, the standard rehabilitation process includes showing pictures of patient's familiar environments to help recovering the memory. The proposed rehabilitation platform aims at developing patient-specific serious games for memory loss starting from the 3D scanning acquisition of familiar environments. The Occipital Structure Sensor and the Skanect application have been used for the virtualization of the real objects and the environment. A modular procedure has been designed to interface the virtual objects of each acquired environment with the modules of the game-logic developed with Unity. In addition, the developed solution makes available a set of software modules for the patient's monitoring and the data management to automatically generate medical reports, which can be easily connected to each new patient-specific serious game. A specific test has been performed to assess the main features of the VR platform and its usability. A positive feedback has been given by the involved medical personnel, who highlighted the importance of objective data to improve the ecological validity of the cognitive rehabilitation for retrograde amnesia.


2021 ◽  
Vol 18 (6) ◽  
pp. 1233-1246
Author(s):  
Andrea Vitali ◽  
Daniele Regazzoni ◽  
Caterina Rizzi ◽  
Andrea Spajani

2016 ◽  
Vol 41 (1) ◽  
Author(s):  
Paula Alexandra Rego ◽  
Rui Rocha ◽  
Brígida Mónica Faria ◽  
Luís Paulo Reis ◽  
Pedro Miguel Moreira

2020 ◽  
Author(s):  
Andrea Vitali ◽  
Daniele Regazzoni ◽  
Caterina Rizzi ◽  
Andrea Spajani

2021 ◽  
Author(s):  
Xinyu Song ◽  
Shirdi Shankara van de Ven ◽  
Peiqi Kang ◽  
Qinghua Gao ◽  
Shugeng Chen ◽  
...  

Abstract Objective: Stroke often leads to both motor control and cognitive dysfunction, and effective rehabilitation requires keeping patients engaged and motivated. We introduce a wearable multimodal system based on force myography, electromyography, and inertial sensing with two associated serious games for stroke rehabilitation of twelve hand movements related to activities of daily living and the Fugl Meyer Assessment.Methods: In the ‘Find the Sheep’ serious game, patients performed corresponding hand movements to select the correct sheep card, and in the ‘Best Salesman’ serious game, patients performed corresponding hand movements to grab specific food and drink items in a store. A multi-sensor fusion model was developed for movement classification via linear discriminant analysis. Ten stroke patients with mild to moderate motor impairments (Brunnstrom Stage for Hand II-VI) performed validation testing, and effectiveness was evaluated by movement classification accuracy and qualitative patient questionnaires.Results: Classification accuracy for twelve movements using combined force myography, electromyography, and inertial sensing was 81.0%, and accuracies for using electromyography, force myography, or inertial sensing alone were 69.6%, 63.2%, and 47.8%, respectively. All patients reported that they were more enthusiastic about rehabilitation while playing serious games than conventional rehabilitation, and a majority reported the wearable multimodal-based system was easier to wear than a sensorized data glove. Significance: Results showed that multi-sensor fusion could improve hand gesture classification accuracy for stroke patients and demonstrated that the proposed wearable multimodal-serious game system could potentially facilitate upper extremity rehabilitation and cognitive training after stroke.


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