Serious Games for Post-Stroke Rehabilitation Using Microsoft Kinect

Azrulhizam Shapi’i, Haslina Arshad, Mohd Syazwan Baharuddin, Hafiz Mohd Sarim

Abstract


Traditional rehabilitation is a tedious task which typically reduces the patient’s motivation to perform rehabilitation exercises. Patients therefore need a program that can entice them to do rehabilitation exercises continuously. The proposed game includes two different types of game and three different types of movement for interacting with the game. The game was designed and developed based on the elements of a rehabilitation game and the types of movement in rehabilitation exercises. The interface was developed with the aim of increasing the motivation of players, and the design was based on an analysis of the technology constraints faced by post-stroke patients. Since these patients experience physical limitations, Microsoft Kinect was used for interaction in this game. Using Kinect, the patient is not bound by the controller to interact with the game.  Therefore, rehabilitation exercise games that support multi-player will provide a higher motivation than the single-player. Since most stroke patients suffer from cognitive impairment, cognitive challenge levels are also the key factors in the design of the game so that it does not become an obstacle for the recovery process.  This research develops a prototype of a rehabilitation exercise game that contains aspects of the social context, the type of movement and cognitive challenges. It also provides usability in game design, according to a post-stroke stage so that they can perform recovery activities based on their ability. In addition, this study highlights technology and rehabilitation exercise games in Malaysia.The game also adds a social context that gives patients the opportunity to have a friend to play either by competition or cooperation. The contribution of this research is to measure the effectiveness of Microsoft's Kinect game console and this game can help in recovery the post-stroke patients do additional exercises at home without the supervision of therapist.

Keywords


Post-stroke game, Exercise game, Kinect, Rehabilitation game, Natural user interface.

Full Text:

PDF

References


Gazihan Alankus (2011). Motion-based video games for stroke rehabilitation with reduced compensatory motions. Department of Computer Science and Engineering (Washington University St. Louis)

Shaughnessy, Resnick, & Macko. (2006). Testing a model of post-stroke exercise behaviour. Rehabilitation Nursing, 31(1), 15–21.

Shapi`i, A. Mat Zin, N.A., Elaklouk, A.(2015). A game system for cognitive rehabilitation. Biomed Research International , 1-7.

Lloyd-Jones, D., Adams, R., Brown, T., Carnethon, M., Dai, S., De Simone, G., et al. (2010).Heart disease and stroke statistics, 2010 update:A report from the American Heart Association. Circulation, 121, 46–215.

Monica, S. C., Sergi, B., Lukas, Z. Esther, D. O., & Paul, F. M. J. (2006). A Virtual reality system for motor and cognitive neurorehabilitation. European Project Presenccia.

Alana D. G., Thiago C., Lucas F., & Veronica T. (2012). Poster: Improving motor rehabilitation process through a natural interaction based system using Kinect sensor. IEEE Symposium on 3D User Interface, 145–146.

Ahmed Mohammed Elaklouk, Nor Azan Mat Zin , Azrulhizam Shapii.(2015) Investigating therapists` intention to use serious games for acquired brain injury cognitive rehabilitation, Journal of King Saud University Computer and Information Sciences . 160-169.

Hsu, H.J. (2011). The potential of Kinect as interactive educational technology, 2ndInternational Conference on Education and Management Technology, 13, 334–338.

Aminian, M.R., Shapi`i, A., Sulaiman, R. (2015). Writing in the Air Using Kinect and Growing Neural Gas Network , Jurnal Teknologi , 111-114.

Aung, P., Tang, B., & Mark, G. (2013). Understanding stroke patients’ motivation for designing motivational rehabilitation games. Project of the School of Digital Media and Infocomm Technology, Singapore Polytechnic.

Perry, J.C., et al. (2011). Effective game use in neurorehabilitation: User-centered perspectives. Handbook of Research on Improving Learning and Motivation through Educational Games, 683–725.

Elaklouk, A, Mat Zin, N. Shapii.,(2013). A Conceptual Framework for Designing Brain Injury Cognitive Rehabilitation Gaming System, International,Journal of Digital Content Technology and its Applications, 7(15):31-41

Chang, Y.-J., Chen, S.-F.,Huang, J.-D. (2011). A Kinect-based system for physical rehabilitation: A pilot study for young adults with motor disabilities. Research in Development Disabilities, 32, 2566–2570.

Alex, R., Jonathan, E., Thomas, P., & John, F. 2012. Accessorized Therapeutic Game Experiences for Tablets. Grand Valley State University.

Shapii, A., Ghulam, S. (2016). Model for Educational Game using Natural User Interface, International Journal of Computer Games Technology, 1-7.

Freitas, D.Q., Da Gama, A.E.F., Figueiredo, L., Chaves, T.M., Marques-Oliveira, D., Teichrieb, V., & Araujo, C. (2012). Development and evaluation of a Kinect based motor rehabilitation game. Proceedings of SB Games, 144–153.

Eng, J., & Harris, J. (2009). Graded Repetitive Arm Supplementary Program.Neurorehabilitation Research Program, University of British Columbia.

Whitton, N. (2010). Game engagement theory and adult learning.Simulation & Gaming, 1–15.




DOI: http://dx.doi.org/10.18517/ijaseit.8.4-2.6823

Refbacks

  • There are currently no refbacks.



Published by INSIGHT - Indonesian Society for Knowledge and Human Development