Chronic pain rehabilitation with a serious game using multimodal input

Christian Schonauer, T. Pintaric, H. Kaufmann, Stephanie Jansen– Kosterink, M. Vollenbroek-Hutten
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引用次数: 133

Abstract

Rehabilitation for chronic pain follows a multidisciplinary approach, which despite the effort, often lacks the long term success and patients often fail to translate the skills learned in therapy to every day life. Serious games are hypothesized to support patients to self manage their complaints and keep training their physical functions by themselves, especially, when the game is controlled by the patient's own body performance. In this paper we present the implementation of a system providing multimodal input, including our own full body motion capture system, a low cost motion capture system (Microsoft Kinect) and biosignal acquisition devices to a game engine. In addition, a workflow has been established, that enables the use of the acquired multimodal data for serious games in a medical environment. Finally, a serious game has been implemented, targeting rehabilitation of patients with chronic pain of the lower back and neck. The focus of this work is on the multimodal input and how it is used in a game to support rehabilitation of chronic pain patients. A brief comparison of a marker-based full body MoCap system and Microsoft's Kinect is included. Preliminary results of tests currently underway are provided.
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慢性疼痛康复与一个严肃的游戏使用多模式输入
慢性疼痛的康复遵循多学科方法,尽管付出了努力,但往往缺乏长期的成功,患者往往无法将在治疗中学到的技能转化为日常生活。假设严肃游戏可以帮助患者自我管理他们的抱怨,并保持自己的身体机能,特别是当游戏由患者自己的身体表现控制时。在本文中,我们提出了一个提供多模式输入的系统的实现,包括我们自己的全身动作捕捉系统,一个低成本的动作捕捉系统(微软Kinect)和一个游戏引擎的生物信号采集设备。此外,还建立了一个工作流程,使获得的多模态数据能够用于医疗环境中的严肃游戏。最后,一个严肃的游戏已经实施,针对患者的康复慢性背部和颈部疼痛。这项工作的重点是多模态输入,以及如何在游戏中使用它来支持慢性疼痛患者的康复。本文对基于标记的全身动作捕捉系统和微软的Kinect进行了简要的比较。提供了目前正在进行的试验的初步结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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