Biomechanical Analysis of Rehabilitation Exercises Performed During Serious Games Exercises
The use of video games in physical rehabilitation is becoming more and more popular. A lot of studies are focusing on the clinical efficacy of such kind on new interventions. However there is still, currently, a lack of information about the importance of
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Laboratory of Anatomy, Biomechanics and Organogenesis, Université Libre de Bruxelles, Brussels, Belgium [email protected] 2 Department of Electronics and Informatics (ETRO), Vrije Universiteit Brussel, Brussels, Belgium 3 Department of Medical Information Technologies (MIT), iMinds, Ghent, Belgium Department of Applied Mathematics, Peter the Great St. Petersburg Polytechnic University, St. Petersburg, Russia
Abstract. The use of video games in physical rehabilitation is becoming more and more popular. A lot of studies are focusing on the clinical efficacy of such kind on new interventions. However there is still, currently, a lack of information about the importance of learning effect of the task (e.g. motions required to play the game). Therefore the aim of this study was to evaluate the importance of motor learning during rehabilitation exercises performed with specially developed Serious Games. Ten healthy adults played 9 sessions of games over a 3 weeks period. Different parameters were extracted from the games to performed functional and biomechanical evaluation. ANOVA and ICC were processed to evaluate reproducibility of measurement. The majority of the learning effect occurred during the very first session. Therefore, in order to allow regular monitoring the results of this first session should not be included in the follow-up of the patient.
1 Introduction Commercial video games have significantly evolved over the last decade. Today computer performance and play experience allow new perspectives for rehabilitation. Thanks to new gaming controllers (Nintendo Wii Fit™, Microsoft Xbox Kinect™, etc.) video game playing has changed from a passive (i.e., the player is seated on a sofa) to an active experience: players have to move in order to interact with games. Clinicians are now prospecting the new potential use of these games in rehabilitation mainly through testing available commercial games with patients suffering from various pathologies, mainly in the neurological field (e.g. cerebral palsy [1], stroke [2], Parkinson disease [3], elderly [4] …). The term serious gaming is used to describe the use of commercial games in rehabilitation. Physical rehabilitation must be based on active exercises, and these new gaming strategies allow for this. Currently there are two © Springer International Publishing Switzerland 2016 A. De Gloria and R. Veltkamp (Eds.): GALA 2015, LNCS 9599, pp. 302–311, 2016. DOI: 10.1007/978-3-319-40216-1_32
Biomechanical Analysis of Rehabilitation Exercises
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main limitations with the use of commercial video games in rehabilitation. First of all these games are not adapted for rehabilitation (e.g. not based on physical rehabilitation exercises, based on speed, too complex visual background) since they are developed for fun and entertainment purposes. Therefore results of the clinical studies exploring the possibilities of the integration of such kind of exercises in physical rehabilitation did not, currently, present a high level of evidence [1–4]. Secondly, player motion accuracy
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