Serious Games Analytics 2015
DOI: 10.1007/978-3-319-05834-4_10
|View full text |Cite
|
Sign up to set email alerts
|

The Role of Serious Games in Robot Exoskeleton-Assisted Rehabilitation of Stroke Patients

Abstract: This chapter describes how serious games can be used to improve the rehabilitation of stroke patients. Determining ideal training conditions for rehabilitation is difficult, as no objective measures exist and the psychological state of patients during therapy is often neglected. What is missing is a way to vary the difficulty of the tasks during a therapy session in response to the patient needs, in order to adapt the training specifically to the individual. In this chapter, we describe such a method. A seriou… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
5
0

Year Published

2016
2016
2022
2022

Publication Types

Select...
3
1
1

Relationship

1
4

Authors

Journals

citations
Cited by 5 publications
(5 citation statements)
references
References 56 publications
0
5
0
Order By: Relevance
“…In particular, the assessment of these states could be crucial to quantitatively monitoring the level of engagement and motivation of the patients. This can be done using external devices to measure heart rate variability, breathing frequency, skin conductance response, and skin temperature and correlating these measures with kinematic and dynamic information coming from the robot [197].…”
Section: Quantitative Assessment Of the Sensorimotor Performancementioning
confidence: 99%
“…In particular, the assessment of these states could be crucial to quantitatively monitoring the level of engagement and motivation of the patients. This can be done using external devices to measure heart rate variability, breathing frequency, skin conductance response, and skin temperature and correlating these measures with kinematic and dynamic information coming from the robot [197].…”
Section: Quantitative Assessment Of the Sensorimotor Performancementioning
confidence: 99%
“…To the left of the performance jump are the six Quitters (Player 9, 15, 10, 18. 8, and 17), and to the right are the remainder players (Fulfillers plus Explorers, or non-Quitters: Player 7,19,4,16,5,22,13,20,6,2,and 14). The highest MSI scored by the non-Quitter group is 0.959highly similar to that of the Expert baseline of 1.…”
Section: B Visualizing Performance As Serious Games Analyticsmentioning
confidence: 87%
“…Serious games designed with training and learning in mind can be suitable for acquiring skills not easily taught in classrooms, including cognitive processes such as strategic and analytical thinking, planning and execution, problem solving, decision-making, and adapting to rapid change [5]. This model of serious games is also suitable for extension beyond the traditional classroom for rehabilitation [6], patient choice education [7], and expertise training [8].…”
Section: Introductionmentioning
confidence: 99%
“…In other words, stroke survivors should only be recommended activities that they are physically able to perform. Ideally, these activities should be challenging to the patients, yet not too challenging, as this can lead to increased stress, despair, or even injury [12]. As the negative impacts of a stroke on the survivors' mobility and the improvements from rehabilitation vary strongly from person to person, the activities have to reflect individual physical capabilities of the stroke survivors.…”
Section: R1: the Design Artifact Has To Communicate Medical Advice Inmentioning
confidence: 99%
“…In order to achieve this, it is necessary for a healthcare professional to select a set of adequate rehabilitation activities (R2), then measure progress against those goals. For instance, feedback from users, consisting of physiological measures such as heart rate and skin conductance, has been shown to permit the adjustment of difficulty in real-time during stroke rehabilitation in a study by Jelinek and colleagues [12]. Such measures can be used to assess the mood of the user (see p. xiv, [13] for some detailed discussion on content validity and construct validity in the context of physiological measurements), and then adjust the difficulty of a video game used in the context of stroke rehabilitation.…”
Section: R4mentioning
confidence: 99%