Rehafox – A therapeutical approach developing a serious game to support rehabilitation of stroke patients using a leap motion controller

René Baranyi , Yannick Körber , Philip Galimov , Zeinab Parandeh , Thomas Grechenig
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Abstract

The consequences of stroke are often severe and result in the need for rehabilitation of different regions in the body for a defined period. Rehabilitation exercises are often monotonous and quickly become boring, therefore serious games try to include gaming aspects into the rehabilitation process, which was previously shown can support the overall process. To support wrist and hand rehabilitation, the authors propose a new and innovative serious game, which relies only on the Leap Motion Controller together with a PC combining cognitive and physical rehabilitation. The development was based on a user-centred design approach divided into 3 consecutive phases focusing on the therapeutical point of view. In Phase 1, requirements for such a solution were identified and validated in cooperation with one therapist. Phases 2 and 3 pose additional changes gathered from interviews together with four more therapists and one stroke patient to develop a highly sophisticated and flexible prototype. Different and easily adaptable levels were developed in which the patient needs to perform specific movements with one or two hands and wrists to control the avatar throughout a jump-and-run game. Additionally, it includes memory aspects for additional and combined cognitive training. In the end, overall 44 requirements were identified and the gathered feedback during the iterations showed a positive acceptance and massive potential of the proposed solution. These requirements should also pose a good starting point for the development and research of new serious games in that domain as well.

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Rehafox -一种治疗方法,开发一个严肃的游戏,以支持中风患者使用跳跃运动控制器的康复
中风的后果往往很严重,导致需要在一段时间内对身体的不同部位进行康复。康复训练通常很单调,很快就会变得无聊,因此严肃的游戏试图将游戏方面纳入康复过程,这在以前被证明可以支持整个过程。为了支持手腕和手部康复,作者提出了一种新的、创新的严肃游戏,它只依赖于Leap运动控制器和结合认知和身体康复的PC。该开发基于以用户为中心的设计方法,分为3个连续阶段,重点关注治疗观点。在第一阶段,与一名治疗师合作,确定并验证了此类解决方案的要求。第2阶段和第3阶段提出了额外的变化,这些变化是从与另外四名治疗师和一名中风患者的访谈中收集的,目的是开发一个高度复杂和灵活的原型。开发了不同且易于适应的级别,其中患者需要用一只或两只手和手腕进行特定的动作,以在整个跳跃和奔跑游戏中控制化身。此外,它还包括额外的和组合的认知训练的记忆方面。最终,总共确定了44个需求,在迭代过程中收集的反馈显示出对所提出的解决方案的积极接受和巨大潜力。这些要求也应该为该领域新的严肃游戏的开发和研究提供一个良好的起点。
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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