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ICVR2013 Workshop: Designing an effective rehabilitation simulation

Date post: 25-Jun-2015
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This is the talk I gave at the International Conference on Virtual Rehabilitation 2013, part of the following workshop: Designing an effective rehabilitation simulation (Gerard Fluet, Wendy Powell, Sergi Bermúdez i Badia, Qinyin Qiu) After completing this workshop participants should be able to: (1) Outline the process for developing, designing and testing an effective rehabilitation simulation, (2) Describe the process of shaping human movement abilities using simulated activities, (3) Identify variables that need to be considered when designing a rehabilitation activity, (4) Evaluate an open source virtual environment or game for conversion to a rehab activity, (5) Identify the strengths and weaknesses of commercially available software platforms, (6) Describe commonly used metrics to measure simulated movement performance, (7) Describe key features of a rehab activity that can be used to evaluate changes in movement performance. Intended audience: Computer Engineers, Biomedical Engineers, Physical Therapists and Occupational Therapists with less than three years experience in the design and development of simulated rehabilitation activities.
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Sergi Bermúdez i Badia Inv. Assist. Prof., Universidade da Madeira Marie Curie Research Fellow, Madeira – ITI [email protected]
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Page 1: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Sergi Bermúdez i BadiaInv. Assist. Prof., Universidade da Madeira

Marie Curie Research Fellow, Madeira – ITI

[email protected]

Page 2: ICVR2013 Workshop: Designing an effective rehabilitation simulation

University of PittsburghDepartment of Occupational Therapy

NeuroRehabLabhttp://neurorehabilitation.m-iti.orgUniversidade da Madeira / Madeira – ITI

Sergi Bermúdez i BadiaMónica S. Camerião

Athanasios VourvopoulosAna Lúcia dos Santos Faria

Quality of Life Technologies Center http://www.cmu.edu/qoltCarnegie Mellon University

Daniel P. Siewiorek

Scott Bleakley

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Myomo Inc http://www.myomo.com

Steve KellyEla Lewis

SPECS - http://specs.upf.eduUniversitat Pompeu Fabra

Paul F.M.J. Verschure

PERCRO - http://www.percro.orgScuola Superiore Sant'Anna

Antonio Frisoli

Hospital del MarMedicina Física i Rehabilitació

Esther Duarte Oller

Page 3: ICVR2013 Workshop: Designing an effective rehabilitation simulation

• Our approach (not necessarily the best one)• The process for developing, designing and testing an

effective rehabilitation simulation– Only Stroke– Particular case of upper limb rehabilitation– Not going to explain or justify the use of VR

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

– Not going to explain or justify the use of VR

• Metrics for simulated movement performance and monitoring

• Personalization using the metrics• Lessons learned from different studies• Open source / game engines for rehabilitation

activities

Page 4: ICVR2013 Workshop: Designing an effective rehabilitation simulation

1. The process for designing, developing and testing an effective rehabilitation simulation

hypothesis

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

where

- Designing defining

- Developing formulating and implementing

- Testing clinical validation

Page 5: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Optimal rehabilitation guidelines

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

VR and Serious Games HCI

Page 6: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Optimal rehabilitation guidelines

Neuroscience

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

VR and Serious Games HCI

Page 7: ICVR2013 Workshop: Designing an effective rehabilitation simulation
Page 8: ICVR2013 Workshop: Designing an effective rehabilitation simulation

1. Treatment frequency and intensity correlate with recovery (Kwakkel et al., 2004; Sonoda, Saitoh, Nagai, Kawakita, & Kanada, 2004).

deployment

2. Movement practice and repetition play a fundamental role in

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

2. Movement practice and repetition play a fundamental role in recovery (Karni et al., 1995).

simulated task / game mechanics

3. Specificity of rehabilitation training with respect to the deficits and required functional outcomes has an impact on recovery (Krakauer 2006).

Interface technology & personalization

Page 9: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- The brain has the capability to reorganize itself in such a way that alternate brain areas

take over other functions. The best way to

stimulate this reorganization is still under discussion, and several approaches have been proposed.

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

proposed.

- Stroke rehabilitation should focus on

maximizing cortical reorganization.Dobkin, Nat ClinPractNeurol 2008

Page 10: ICVR2013 Workshop: Designing an effective rehabilitation simulation
Page 11: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- VR can provide:

- Fully controlled environments

- Minimally supervised intensive training

- Task-specific movement reiteration

- Individualized training

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

- Feedback for reward and motivation

Page 12: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- Mirror Neuron System: neurons that areactive both, during the execution of goal-oriented movements and during theobservation of the same action performedby others.1-3

- There is strong evidence of the existence

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Rizzolatti & Fabbri-Destro, Exp Brain Res 2010

- There is strong evidence of the existenceof a Mirror Neuron System (MNS) in thehuman brain.3-5

1di Pellegrino et al., Exp Brain Res 1992; 2Gallese et al., Brain 1996; 3Rizzolatti & Fabbri-Destro, Exp Brain Res 2010;4Iacoboni et al., Science 1999; 5Buccino et al., Eur J Neurosci 2001

Page 13: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- VR can provide:

- Fully controlled environments

- Minimally supervised intensive training

- Task-specific movement reiteration

- Individualized training

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

- Feedback for reward and motivation

1Gazzola et al., Neuroimage 2007; 2Maeda et al., J Neurophysiol 2000

The Rehabilitation Gaming System: Spheroids

- Moreover:

- MN can be activated through the

observation of artificial agents.1

- Evidence that a first-personperspective is the optimal frame of reference during action observation.

2

Page 14: ICVR2013 Workshop: Designing an effective rehabilitation simulation
Page 15: ICVR2013 Workshop: Designing an effective rehabilitation simulation

BRAIN

- Generation of Sensory Motor Rhythms- Use of remaining Cortico-Spinal Tracts - Close the sense-act loop

- Activation of Mirror Neuron System- Optimal Rehabilitation Guidelines

- Feedback & motivation

VR

Trade-off:

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Trade-off:

In general, the more specific an exercise is…the more complex the interface is…and the more difficult deployment is …

Page 16: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Active movement against gravity/friction

Body movement Finger flexion Tangible interaction

BRAIN

- Generation of Sensory Motor Rhythms- Use of remaining Cortico-Spinal Tracts - Close the sense-act loop

- Activation of Mirror Neuron System- Optimal Rehabilitation Guidelines

- Feedback & motivation

VR

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Natural User Interfaces (NUI)

Page 17: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Active movement against gravity/friction

Body movement Finger flexion Tangible interaction

BRAIN

No movement against gravity/friction

- Generation of Sensory Motor Rhythms- Use of remaining Cortico-Spinal Tracts - Close the sense-act loop

- Activation of Mirror Neuron System- Optimal Rehabilitation Guidelines

- Feedback & motivation

VR

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Natural User Interfaces (NUI)

Adapted / Assistive Interfaces

Passive assistance Active assistance

* mpower 1000, myomo inc.* Armeo, Hocoma

Page 18: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Active movement against gravity/friction

Body movement Finger flexion Tangible interaction

BRAIN

No movement against gravity/friction

- Generation of Sensory Motor Rhythms- Use of remaining Cortico-Spinal Tracts - Close the sense-act loop

- Activation of Mirror Neuron System- Optimal Rehabilitation Guidelines

- Feedback & motivation

VR

Interaction based on:

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Natural User Interfaces (NUI)

Adapted / Assistive Interfaces

Passive assistance Active assistance

* mpower 1000, myomo inc.* Armeo, Hocoma

No active movement

Brain Computer Interfaces (BCI)

Mental Imagery / Neurofeedback approaches

* international 10/20 system

* Armeo, Hocoma

Interaction based on:

- Movement (body kinematics):- Range of Movement (ROM)- Movement speed- Movement latency- Movement smoothness- Muscle synergies- Movement Coordination- EMG

- Autonomic Nervous System (EDA, respiration, HR, etc…)- Brain activity (EEG, NIR, fMRI, etc…)

Page 19: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- Limiting perceived factors in elderly population:

- Perceived barriers due to physical limitations1,2,3

- Lack of knowledge4,5

Study:

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

1Opalinski, J Technology in Human Services 2001; 2Peacock et al., Eu J of Ageing 2007; 3Ng, Educational Gerontology2008; 4Carpenter et al., Computers in Human Behavior2007; 5Saunders, Educational Gerontology 2004. Rubio et al., Presence 2012

- 8 participants with upper limb deficits ( 4 male + 4 female, M= 44.8 yo, not all strokes)- 3 out of 8 subjects reported previous computer experience.- Mouse + keyboard vs.Key-glove comparison.

Page 20: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- Limiting perceived factors in elderly population:

- Perceived barriers due to physical limitations1,2,3

- Lack of knowledge4,5

Study:

- 8 participants with upper limb deficits

t-test, p = .02

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

- 8 participants with upper limb deficits ( 4 male + 4 female, M= 44.8 yo, not all strokes)- 3 out of 8 subjects reported previous computer experience.- Mouse + keyboard vs.Key-glove comparison.

Rubio et al., Presence 2012

1Opalinski, J Technology in Human Services 2001; 2Peacock et al., Eu J of Ageing 2007; 3Ng, Educational Gerontology2008; 4Carpenter et al., Computers in Human Behavior2007; 5Saunders, Educational Gerontology 2004.

Page 21: ICVR2013 Workshop: Designing an effective rehabilitation simulation
Page 22: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Originally developed by psychologists Robert M. Yerkes and John Dillingham Dodson in 1908

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Yerkes & Dodson , 1908

Page 23: ICVR2013 Workshop: Designing an effective rehabilitation simulation

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Cameirão et al., J Neuroeng Rehabil 2010

Hitting Catching Grasping

Page 24: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Automated procedure for difficulty adjustment:

• Task individualization

• Optimized level of performance

• Adapts to individual arms

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Cameirão et al., J Neuroeng Rehabil 2010

• Adapts to individual arms

Page 25: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- VR and real counterparts:

- Are they equivalent?

- Comparison with control group

- The calibration task is used

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

- The calibration task is used to measure arm kinematics and to set the baselineparameters of the training for every session.

- Range of Movement (ROM), movement latency, movement speed.

Page 26: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- Extracted from RGS calibration

- Groups showed a dissimilar pattern of

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

*p<.05, Mann-Whitney Test

dissimilar pattern of improvement in the speed of the paretic arm over time (ANOVA, p<.05).

Cameirão et al., Rest NeurNeursc, 2011.

Page 27: ICVR2013 Workshop: Designing an effective rehabilitation simulation

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Cameirão et al., J Neuroeng Rehabil 2010

Page 28: ICVR2013 Workshop: Designing an effective rehabilitation simulation

12 stroke patients and 10 controls were exposed to random combinations of the 4 game parameters

4-factor ANOVA to disclose main and interaction effects

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Cameirão et al., J Neuroeng Rehabil 2010

4-factor ANOVA to disclose main and interaction effects

Multiple regression to estimate constants (m0 ... m9)

Page 29: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- Not all VR parameters may be relevant

- Parameters interact in a non-trivial an non-linear manner.

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Cameirão et al., J Neuroeng Rehabil 2010

linear manner.

Page 30: ICVR2013 Workshop: Designing an effective rehabilitation simulation

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Cameirão et al., J Neuroeng Rehabil 2010

Page 31: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- 9 stroke patients and 10 controls

- The model captures the behavior of the individual arms by different game parameters, and to adapt

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

parameters, and to adapt the difficulty level accordingly.

Cameirão et al., J Neuroeng Rehabil 2010

Performance

*p<.05, T-Test

Page 32: ICVR2013 Workshop: Designing an effective rehabilitation simulation
Page 33: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Training paradigm:- Goal oriented and repetitive actions- Bimanual training (non-paretic arm support)- Parameterized (flying speed, turning speed, acceptance radius,

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

turning speed, acceptance radius, distance between objects)

Motivation:- Embedded in a game- Extensive visual and sound feedback- Automatic computation of training parameters (Avoid failure and frustration)Bermúdez i Badia, Stroke Research & Treat, 2012

Page 34: ICVR2013 Workshop: Designing an effective rehabilitation simulation

A first study with 10 healthy participants

has shown that the NTT captures precise

quantitative kinematic information during a NTT training session, including:

ROM

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

• Range of Movement (ROM)

• Movement smoothness• Arm coordination• Arm contribution to task

Bermúdez i Badia, Stroke Research & Treat, 2012

Page 35: ICVR2013 Workshop: Designing an effective rehabilitation simulation

s t a d s*t s*a s*d t*a t*d a*d s2 t2 a2 d2

Movement

Kinematic measure = c0 + c1*speed + c2*turning + c3*acceptance + c4*distance+ c5*speed*turning + c6*speed*acceptance + c7*speed*distance+ c8*turning*acceptance + c9*turning*distance+ c10*distance*acceptance + c11*speed

2 + c12*turning2 + c13*acceptance

2

+ c14*distance2

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Movement SmoothnessRange of Motion

Arm DisplacementArm coordination

- Not all parameters contribute to all movement kinematic measures

- We have a quantitative way of adapting parameters depending on a higher leveldesired kinematic training

Page 36: ICVR2013 Workshop: Designing an effective rehabilitation simulation
Page 37: ICVR2013 Workshop: Designing an effective rehabilitation simulation

RGS Control

IOT

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

- N = 16 acute stroke patients

- 3 weekly 20 min sessions during 12 weeks

NSG

Cameirão et al., Rest NeurNeursc, 2011.

Page 38: ICVR2013 Workshop: Designing an effective rehabilitation simulation

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

- RGS group recovers faster than Controls, but not at follow-up Accelerates recovery

- RGS ≥ extended OT

- Reduces therapy costs

Cameirão et al., Rest NeurNeursc, 2011.

Page 39: ICVR2013 Workshop: Designing an effective rehabilitation simulation

N = 44 chronic stroke patients

5 weekly 30 min sessions during 4 weeks

1. NUI interface

2. Haptic interface (GRAB, PERCRO):

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Cameirão et al., Stroke, 2012.

2. Haptic interface (GRAB, PERCRO):

- Force-feedback

- Increase in the ecological validity of the task

3. Exoskeleton (ARMEO, Hocoma):

- Support against gravity

- Control of trunk movements

Page 40: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- All groups improvedsignificantly

- The haptics group retained during a longer period of time

include if possible

- The exoskeleton group

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

*p<.05, **p<.01, Wilcoxon Test

Within-groupBetween-group

- The exoskeleton group showed a “poorer” improvement at proximal movements

not all assistance is always helpful

Functional vs. correct movement

Cameirão et al., Stroke, 2012.

Page 41: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- 9 naïve healthy subjects (26.4±4.2 years)- 3 experimental conditions

Combined motor execution and motor imagery in VR seems to be more effective at:

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

effective at:

- Driving cortical sensorimotor areas1, - Increasing attention and alertness to

task2,- Engaging additional related networks

(cross-modal sensory processing3 or short term memory).

1 Solodkin et al., 2004; 2 Egner et al., 2004; 3 Kanayama et al., 2007

Bermúdez et al., IEEE Trans Neur Sys Reh Eng, 2013.

1 Solodkin et al., 2004; 2 Egner et al., 2004; 3 Kanayama et al., 2007

Page 42: ICVR2013 Workshop: Designing an effective rehabilitation simulation

-18 right-handed healthy subjects (24±3 years)- Active and imagination conditions using RGS

Imagery of target catching was related to activation of frontal, parietal,

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

to activation of frontal, parietal, temporal, cingulate and cerebellar regions, consistent with:

- object processing,- motor intention,- attention,- mirror mechanisms.

Prochnow et al., Eu Journal of Neuroscience, 2013.

Page 43: ICVR2013 Workshop: Designing an effective rehabilitation simulation
Page 44: ICVR2013 Workshop: Designing an effective rehabilitation simulation

- Virtual Environments are simulations that engage the senses of users through real-time 3D graphics, audio and interaction to create an experience of presence within an artificial world.

- Game Engines bring together large-scale software architectures and programming paradigms to design and implement rendering, collision, physics and animation processes.

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

processes.

Page 45: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Cost Free

Platforms Windows

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Platforms Windows

Community Large & commercial

Programming Development Tools

Learning Curve Fast

CustomizationSource code

available

Torque was used to implement the RGS

http://www.rgs-project.eu

Page 46: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Cost Free

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Platforms Win, Mac, Linux

Community Developers

Programming Python

Learning Curve Slower

CustomizationSource code

available

Panda3D was used to implement the NTT

http://neurorehabilitation.m-iti.org/NTT

Page 47: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Cost ~ 1500$ / developer

Platforms All

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

CommunityVery large & commercial

ProgrammingIntegrated

Development Environment

Learning Curve Very Fast

CustomizationUsing external

libraries

Unity is used in the RehabNet project

http://neurorehabilitation.m-iti.org/rehabnet

Page 48: ICVR2013 Workshop: Designing an effective rehabilitation simulation

Cost Free ~ 1500$ / developer Free

Platforms Windows All Win, Mac, Linux

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

Community Large & commercialVery large & commercial

Developers

Programming Development ToolsIntegrated

Development Environment

Python

Learning Curve Fast Very Fast Slower

CustomizationSource code

availableUsing external

librariesSource code

available

Page 49: ICVR2013 Workshop: Designing an effective rehabilitation simulation

• A close dialog between health practicioners – neuroscientists –technologists is necessary

• Our systems are not the end product, are the hypotheses

• Hypotheses need validation impact assessment

• We believe that positive effects of gaming in rehabilitation training do not emerge out of superficial “gamification” of therapies.

ICVR 2013: Designing an effective rehabilitation simulation ICVR 2013: Designing an effective rehabilitation simulation -- 26/08/2013 26/08/2013 -- PhiladelphiaPhiladelphia

emerge out of superficial “gamification” of therapies.

• Game / training mechanics need to include:

• Neuroscientific principles of recovery

• Difficulty vs skill needs to be quantified and well understood

• Game parameters need to be automatically personalized

• Stress levels need to be controlled to ensure maximal performance and consequent maximal learning

Page 50: ICVR2013 Workshop: Designing an effective rehabilitation simulation

For more information contact:

[email protected]@uma.pt

or visit

http://neurorehabilitation.m-iti.org


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