在中风后康复的机器人辅助游戏中检测补偿运动并提供信息反馈

A. Ozgur, Hala Khodr, Barbara Bruno, Nicolas Gandar, M. Wessel, F. Hummel, P. Dillenbourg
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引用次数: 3

摘要

游戏化康复解决了保持患者参与的问题,并激励他们进行物理康复以提高其疗效。然而,相对于标准的康复,患者可以更自由地活动,并且可能通过寄生虫运动来补偿他们的运动困难,这将大大降低康复的效果。为了识别和描述补偿运动,我们收集并分析了人们玩“有形吃豆人”游戏(一种上肢康复游戏,患者在地图上移动半被动机器人“吃豆人”收集6个苹果,同时被一两个自主机器人“鬼”追赶)的视频数据。参与者包括10名健康的老年人和10名慢性中风患者,他们在不同大小的地图和不同的游戏配置下玩了多次游戏。通过分析视频记录,我们成功地确定了中风患者肩部和躯干侧向倾斜补偿,并开发了一种概念验证补偿运动检测系统,该系统依赖于可穿戴惯性测量单元和ROS提供游戏内实时视觉反馈。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Detecting Compensatory Motions and Providing Informative Feedback During a Tangible Robot Assisted Game for Post-Stroke Rehabilitation
Gamified rehabilitation tackles the problem of keeping patients engaged in, and motivated to do physical rehabilitation to improve its efficacy. However, with respect to standard rehabilitation, patients are freer to move about and may compensate their motion difficulties with parasite movements, which would greatly reduce the efficacy of the rehabilitation. To identify and characterize compensatory motions, we collected and analyzed video data of people playing the "tangible Pacman" game (an upper-limb rehabilitation game in which a patient moves a semi-passive robot, the "Pacman", on a map to collect 6 apples, while being chased by one or two autonomous robots, the "ghosts"). Participants include 10 healthy elderly adults and 10 chronic stroke patients, who played multiple runs of the game, with different sized maps and various game configurations. By analyzing the video recordings we successfully identified higher shoulder and torso lateral tilt compensation in stroke patients and developed a proof-of-concept compensatory motion detection system which relies on a wearable Inertial Measurement Unit and ROS to provide in-game, real-time visual feedback on compensation.
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