VirtRehab 2014 Abstracts

Full Papers
Paper Nr: 4

Virtual Reality - Immediate Effect in the Improvement of the Balance


Ana Mendigutia, Teresa Criado, Laura Andrés, Pedro Serrano, Paloma Fernández and Paulina Oliva

Abstract: The main goal of this article is determinate what kind of treatment is more effective for improve the balance and the stability. Methods 22 patients of brain damage unit at Beata Maria Ana Hospital were recruited with≥ 3 Fac scale puntuation. We did only one intervention. Every patient was assessed before and after intervention. Results: The results obtained had statistical significance for stability measured with Berg Balance Scale

Paper Nr: 5

Serious Games for Assessment and Training in Post-stroke Robotic Upper-limb Telerehabilitation


Cristina Rodriguez-de-Pablo, Joel C. Perry, Sivakumar Balasubramanian, Aitor Belloso, Andrej Savić, Tijana Dimkić Tomić and Thierry Keller

Abstract: Research shows that better results in post-stroke rehabilitation are obtained when patients receive more intensive therapy. However, the increasing affected population and the limited healthcare resources prevent the provision of intense rehabilitation care. Thus, there is a need for a more autonomous and scalable care provision methods that can be transferred out of the clinic and into home environments. Serious games in combination with robotic rehabilitation can provide an affordable, engaging, and effective way to intensify treatment, both at the clinic and at home. Furthermore, they can offer quantitative assessment of motor performance, allowing individualized treatments and to keep the patient and their therapists informed about therapy progress. Towards this end, a set of games for assessment and training of upper-limb motor impairment after stroke with the ArmAssist is presented. A special effort has been made to design the assessment games in order to be able, not only to measure the effectiveness of the training, but also to compare the assessment results with the standard assessment scales used in the clinic. Feedback from usability testing of previous versions of the system has also been crucial for the final design. Preliminary results of an ongoing clinical testing are presented.

Paper Nr: 6

Serious Games-based System to Train Weight Shifting and Balance after Stroke at Home - Description of a Pilot Study and Preliminary Experience


M. Pajaro-Blázquez, A. Dueñas-Ruiz, B. Ferrer-Gonzalez, A. Moreno-Conde, F. Jódar-Sánchez and C. Parra

Abstract: Serious games specifically designed for rehabilitation have the potential to help improve motor deficits and can be used to enhance recovery after stroke. Serious games provide a game-based repetitive and structured training while monitoring user performance and progress. In this paper, we present a description of an ongoing pilot study of a serious games-based system to train posture, balance and weight shifting after stroke at home. We also present a preliminary description of three patients enrolled in the pilot study that are successfully accomplishing an in-home training program showing good adherence, acceptance and satisfaction with the technology.

Short Papers
Paper Nr: 1

Designing a Game-based Solution for In-home Rehabilitation


Silvia Gabrielli, Rosa Maimone, Giancarlo Bo, Johanna Jonsdottir, Wolfhard Klein and Hadas Raz

Abstract: This paper presents initial concepts and formative evaluation results from a research (REHAB@HOME) investigating the patient-centred design of game environments aimed at raising patients’ motivation and compliance with motor-cognitive rehabilitation programs. During the initial phase of the project five games were deployed through main gaming platforms and interaction devices (Kinect, LeapMotion, Sifteo Cubes). A pilot study involving six patients from two different rehabilitation centres (one in Italy and one in Austria) was conducted to assess usability and motivational factors implied in the initial usage of the solutions proposed. From the pilot study results we derive indications to inform the future design of game solutions for raising patients’ compliance with upper body rehabilitation programs.

Paper Nr: 2

Study for the Clinical Evaluation of the Effectiveness of the Mobile Game based Upper Extremity Rehabilitation Program for Patients with Upper Extremity Hemiplegia after Stroke


Hyunmi Lim, Minah Kim, Nam Jong Paik, Jongha Lee and Jeonghun Ku

Abstract: In the paper, we developed the mobile based rehabilitation system for patients with upper extremity hemiplegia after stroke and evaluated clinical usefulness and effectiveness of the system. The sensors built in the mobile device were used to track patients' upper limb motion and the movements was transferred to the mobile device through bluetooth connection so that the game contents could be interact with the movements. For the clinical evaluation of the effectiveness, 12 patients were recruited and make them perform an exercise of their wrist, shoulder, and forearm using the system for two weeks. The results showed significant improvement in upper limb function, quality of life and depression. Given the fact that our experiment, we verified mobile based rehabilitation program could be useful and effective for the clinical use.

Paper Nr: 3

Development of Functional Electrical Stimulation Rehabilitation System Integrated with Game


Chanil Kim, Moon-young Lee, Jong-ha Lee, Hee-jun Park and Jeong-hun Ku

Abstract: Stroke is the main cause of chronic movement disorder as the aftereffect. Clearly, active participation for patients is critical to increase the motor ability. In this paper, we propose the virtual-reality based rehabilitation gaming system to increase the rehabilitation participation of stroke patients. The proposed system consists of Functional Electrical Stimulation (FES) device, webcam, and game. The webcam tracks the movement of patient’s hand when the FES stimulates. The patients rehabilitate with the game which is operated by the hand movements and feels interest in rehabilitation. This work is the initial step towards achieving the stroke rehabilitation gaming system to maximize the patient participation.