An intelligent game engine for the at-home rehabilitation of stroke patients

Alberto Borghese, R. Mainetti, Michele Pirovano, P. Lanzi
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引用次数: 37

Abstract

The recent availability of advanced video game interfaces (such as the Microsoft Kinect, the Nintendo WiiMote and Balance Board) is creating interesting opportunities to provide low-cost rehabilitation at-home for patients. In this context, video games are rising as promising tools to guide patients through their recovery experience and to increase their motivation throughout the rehabilitation path. However, to be applied to clinical scenarios, video games must be designed to adhere to the clinical requirements and to meet doctors/patients expectations. They also need to be integrated within multi-level platforms that can allow different levels of monitoring, e.g., at a personal level by the therapist, at the hospital level by the doctors, and at the regional level by the government agencies. In this paper, we overview an intelligent game engine for the at-home rehabilitation of stroke patients The engine provides several games that implement actual rehabilitation exercises and have been developed in strict collaboration with therapists. It is integrated in a patient station that provides several types of monitoring and feedback using virtual and/or human therapists.
脑卒中患者居家康复的智能游戏引擎
最近先进的视频游戏界面(如微软Kinect、任天堂WiiMote和平衡板)的出现,为患者提供了低成本的在家康复服务,创造了有趣的机会。在这种情况下,电子游戏作为一种很有前途的工具正在崛起,它可以指导患者完成康复过程,并在整个康复过程中增加他们的动力。然而,要应用于临床场景,电子游戏的设计必须符合临床要求,并满足医生/患者的期望。它们还需要整合到多层次的平台中,以便进行不同层次的监测,例如,由治疗师在个人层面进行监测,由医生在医院层面进行监测,由政府机构在区域层面进行监测。在本文中,我们概述了一个用于中风患者在家康复的智能游戏引擎,该引擎提供了几个实现实际康复练习的游戏,并与治疗师严格合作开发。它集成在一个病人站,使用虚拟和/或人类治疗师提供几种类型的监测和反馈。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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