Gamification in Stroke Rehabilitation

2022 ◽  
pp. 187-199
Author(s):  
António José Pereira Silva Marques ◽  
Helena Maria Martins Caldas ◽  
Mariana Castro Barbosa ◽  
Luís Miguel Brazão Soares ◽  
Maria Inês Dias Ribeiro ◽  
...  

Stroke rehabilitation aims to improve patients' abilities to realize daily life activities and, consequently, regain their self-confidence and improve independence and quality of life. Gamification can be defined as the application of game-design elements, dynamics, and principles such as competition, narratives, point-scoring, and awards in non-game contexts, including rehabilitation. It has emerged as a therapeutic alternative or complement to traditional rehabilitation to make motor practice more intense and increase a person's motivation, interest, and satisfaction by bringing meaningful and intrinsically motivational playful experiences. Compared to the same amount of conventional therapy, gamification can increase the number of movements and involve safe and intensive rehabilitation exercises, essential for a successful rehabilitation process.

2018 ◽  
Vol 21 (2A) ◽  
Author(s):  
Bartek Czokało ◽  
Joanna Chojnowska ◽  
Wioletta Pogroszewska

Introduction. Hippotherapy is diversified therapeutic treatment using a horse. Horse riding is a final and at the same time one of the most stretched in time stage of improving athleticism. It is a replenishment of the rehabilitation process and it gives an opportunity to acquire new skills. Aim. 1. Evaluating the impact of hippotherapy on prehensile functions of an upper limb. 2. Evaluating the impact of hippotherapy on lower limb range of motion. 3. Evaluating the impact of hippotherapy on a mental state of a child with CP. Material and methods. The author of the thesis conducted a study of a 6-year-old child with CP based on: a questionnaire, Lovett’s test, Box and Block Test and the measurement of the limbs circuits. Results. The exercises conducted improved the balance and attentiveness. Marginally the quality of the exercises was improved, as well. Conclusions. Hippotherapy gives an opportunity to overcome the discouragement and the lack of self-confidence in personal movement capabilities. It has an impact on a cognitive and emotional sphere of a child.


2018 ◽  
pp. 1377-1392
Author(s):  
Yogendra Patil ◽  
Guilherme Galdino Siqueira ◽  
Iara Brandao ◽  
Fei Hu

Stroke rehabilitation techniques have gathered an immense attention due to the addition of virtual reality environment for rehabilitation purposes. Current techniques involve ideas such as imitating various stroke rehabilitation exercises in virtual world. This makes rehabilitation process more attractive as compared to conventional methods and motivates the patient to continue the therapy. However, most of the virtual reality based stroke rehabilitation studies focus on patient performing sedentary rehabilitation exercises. In this chapter, we introduce our virtual reality based post stroke rehabilitation system that allows a post stroke patient to perform dynamic exercises. With the introduction of our system, we hope to increase post stroke patient's ability to perform their daily routine exercises independently. Our discussion in this chapter is mainly centered around collaboration of rehabilitation system with virtual reality software. We also detail the design process of our modern user interface for collecting useful data during rehabilitation. A simple experiment is carried out to validate the visibility of our system.


Author(s):  
Panagiotis Zaharias ◽  
Anthony Papargyris

E-learning is emerging as one of the fastest organizational uses of the Internet as a supplementary or alternative mode for corporate training. However its effectiveness is questioned and most of e-learning courses and applications have been accused of being quite static, non-authentic and superficial, poorly designed, and thus non-motivating. Their philosophical assumption views learning as an isolated phenomenon, a static knowledge in a can that could be transmitted to the learners. In this chapter it is argued that many useful lessons for e-learning designers can be learned from game design and especially from the design of massive multi-player online games (MMOGs). A review on instructional quality of games and design elements of MMOGs is conducted under the perspective of adult learning, in order to identify, adapt, and propose design implications for e-learning design.


Author(s):  
Min Hun Lee ◽  
Daniel P. Siewiorek ◽  
Asim Smailagic ◽  
Alexandre Bernardino ◽  
Sergi Bermúdez i Badia

Author(s):  
Yogendra Patil ◽  
Guilherme Galdino Siqueira ◽  
Iara Brandao ◽  
Fei Hu

Stroke rehabilitation techniques have gathered an immense attention due to the addition of virtual reality environment for rehabilitation purposes. Current techniques involve ideas such as imitating various stroke rehabilitation exercises in virtual world. This makes rehabilitation process more attractive as compared to conventional methods and motivates the patient to continue the therapy. However, most of the virtual reality based stroke rehabilitation studies focus on patient performing sedentary rehabilitation exercises. In this chapter, we introduce our virtual reality based post stroke rehabilitation system that allows a post stroke patient to perform dynamic exercises. With the introduction of our system, we hope to increase post stroke patient's ability to perform their daily routine exercises independently. Our discussion in this chapter is mainly centered around collaboration of rehabilitation system with virtual reality software. We also detail the design process of our modern user interface for collecting useful data during rehabilitation. A simple experiment is carried out to validate the visibility of our system.


2014 ◽  
Vol 8 (1) ◽  
pp. 87-95
Author(s):  
Krisna Piravej ◽  
Nipaporn Konjen ◽  
Vasana Cowintaveewat ◽  
Vilai Kuptniratsaikul ◽  
Patcharawimol Srisa-an Kuptniratsaikul

AbstractBackground: Interdisciplinary and intensive stroke rehabilitation programs have been shown to be positively correlated with improved functional outcomes. However, data regarding their combined use on the quality of life (QOL) of stroke survivors appears scant.Objective: To evaluate whether interdisciplinary intensive rehabilitation programs for stroke survivors can improve their health-related QOL (HRQOL) scores and whether the timing of the interdisciplinary intensive rehabilitation has a significant effect on HRQOL scores.Materials and Methods: This was a multi-center, prospective study. Patients were retrospectively selected from the Thai Stroke Rehabilitation Registry database. Three hundred seventy-six stroke patients from nine main tertiary hospitals in Thailand who had received acute stroke rehabilitation were screened between March and December 2006. Two hundred seven patients completed World Health Organization Quality of Life scale abbreviated Thai version (WHOQOL-BREF-Thai) questionnaires and were divided into two groups based on the time after onset of stroke to start interdisciplinary intensive rehabilitation: sub-acute (<1 month) and chronic (≥1 month). WHOQOL-BREF-Thai questionnaires were composed of four domains (physical health, psychological well being, social relationships and environment satisfaction), which were administered to the patients before and after interdisciplinary intensive rehabilitation to assess QOL.Results: After interdisciplinary intensive rehabilitation, patients from both groups showed significant improvement in their quality of life in all domains, sex life and family relationships. However, patients from the sub-acute group had more significant improvement in their environment domain, family relationships and overall WHOQOL scores than those in the chronic group.Conclusion: Early interdisciplinary intensive stroke rehabilitation can significantly improve environment domain, family relationships and overall WHOQOL of stroke patients.


DeKaVe ◽  
2013 ◽  
Vol 1 (2) ◽  
Author(s):  
Prayanto WH

Magazine is one of the forms of mass media that has fungsikomunikasi to convey information to mass audiences. The cover is an important element because it is through cover / cover one can guess the contents of the magazine, as well as further interested to know further information contained therein. On a magazine cover consists of drawings and writings are arranged in such a way that looks interesting and has meaning Press publications, especially magazines, today's not enough just to rely on the quality of news or manuscript, although verbal aspect is very important. It must be recognized that the visual aspects (design) as the cover / envelope has crucial role to capture the prospective reader. For the cover of a magazine is a window that shows the content information, can be either a text or photographs, illustrations, and design elements. The function of a magazine cover is to attract, dazzle prospective readers, by way influence the thoughts flow in a short time. So it's no wonder much current the magazine publisher who made the cover of such a way as to attract the attention of prospective readers. Thus the task of designers to magazine cover to create designs that attract the attention of the reader becomes increasingly severe. This study tries to analyze a visual on the front cover Magazine Graphic Design 'Concept' birthday inaugural edition by using the Roland Barthes' semiotic approach. As Roland Barthes (1984), any simple "design work (magazine cover)" continue to play in management of the sign. So that will generate a message (image) specific. Design cover, usually contains the elements of the sign in the form of objects, context of the environment, people or other beings who provide meaning to objects, and text (of writing) that reinforce the meaning.Keyword: cover, magazine Concept, semiotics


Sensors ◽  
2021 ◽  
Vol 21 (5) ◽  
pp. 1889
Author(s):  
Francisco Luna-Perejón ◽  
Luis Muñoz-Saavedra ◽  
Javier Civit-Masot ◽  
Anton Civit ◽  
Manuel Domínguez-Morales

Falls are one of the leading causes of permanent injury and/or disability among the elderly. When these people live alone, it is convenient that a caregiver or family member visits them periodically. However, these visits do not prevent falls when the elderly person is alone. Furthermore, in exceptional circumstances, such as a pandemic, we must avoid unnecessary mobility. This is why remote monitoring systems are currently on the rise, and several commercial solutions can be found. However, current solutions use devices attached to the waist or wrist, causing discomfort in the people who wear them. The users also tend to forget to wear the devices carried in these positions. Therefore, in order to prevent these problems, the main objective of this work is designing and recollecting a new dataset about falls, falling risks and activities of daily living using an ankle-placed device obtaining a good balance between the different activity types. This dataset will be a useful tool for researchers who want to integrate the fall detector in the footwear. Thus, in this work we design the fall-detection device, study the suitable activities to be collected, collect the dataset from 21 users performing the studied activities and evaluate the quality of the collected dataset. As an additional and secondary study, we implement a simple Deep Learning classifier based on this data to prove the system’s feasibility.


2021 ◽  
Vol 10 (4) ◽  
pp. 1-28
Author(s):  
John Edison MUñOZ ◽  
Kerstin Dautenhahn

The use of games as vehicles to study human-robot interaction (HRI) has been established as a suitable solution to create more realistic and naturalistic opportunities to investigate human behavior. In particular, multiplayer games that involve at least two human players and one or more robots have raised the attention of the research community. This article proposes a scoping review to qualitatively examine the literature on the use of multiplayer games in HRI scenarios employing embodied robots aiming to find experimental patterns and common game design elements. We find that researchers have been using multiplayer games in a wide variety of applications in HRI, including training, entertainment and education, allowing robots to take different roles. Moreover, robots have included different capabilities and sensing technologies, and elements such as external screens or motion controllers were used to foster gameplay. Based on our findings, we propose a design taxonomy called Robo Ludens, which identifies HRI elements and game design fundamentals and classifies important components used in multiplayer HRI scenarios. The Robo Ludens taxonomy covers considerations from a robot-oriented perspective as well as game design aspects to provide a comprehensive list of elements that can foster gameplay and bring enjoyable experiences in HRI scenarios.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Kyungsoo Kim ◽  
Seung-Jun Yoo ◽  
So Yeon Kim ◽  
Taeju Lee ◽  
Sung-Ho Lim ◽  
...  

AbstractAs a promising future treatment for stroke rehabilitation, researchers have developed direct brain stimulation to manipulate the neural excitability. However, there has been less interest in energy consumption and unexpected side effect caused by electrical stimulation to bring functional recovery for stroke rehabilitation. In this study, we propose an engineering approach with subthreshold electrical stimulation (STES) to bring functional recovery. Here, we show a low level of electrical stimulation boosted causal excitation in connected neurons and strengthened the synaptic weight in a simulation study. We found that STES with motor training enhanced functional recovery after stroke in vivo. STES was shown to induce neural reconstruction, indicated by higher neurite expression in the stimulated regions and correlated changes in behavioral performance and neural spike firing pattern during the rehabilitation process. This will reduce the energy consumption of implantable devices and the side effects caused by stimulating unwanted brain regions.


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