Intelligent Game Engine for Rehabilitation (IGER)

Michele Pirovano, R. Mainetti, G. Baud-Bovy, P. Lanzi, N. A. Borghese
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引用次数: 41

Abstract

Computer games are a promising tool to support intensive rehabilitation. However, at present, they do not incorporate the supervision provided by a real therapist and do not allow safe and effective use at a patient's home. We show how specifically tailored computational intelligence based techniques allow extending exergames with functionalities that make rehabilitation at home effective and safe. The main function is in monitoring the correctness of motion, which is fundamental in avoiding developing wrong motion patterns, making rehabilitation more harmful than effective. Fuzzy systems enable us to capture the knowledge of the therapist and to provide real-time feedback of the patient's motion quality with a novel informative color coding applied to the patient's avatar. This feedback is complemented with a therapist avatar that, in extreme cases, explains the correct way to carry out the movements required by the exergames. The avatar also welcomes the patient and summarizes the therapy results to him/her. Text to speech and simple animation improve the engagement. Another important element is adaptation. Only the proper level of challenge exercises can be both effective and safe. For this reason exergames can be fully configured by therapists in terms of speed, range of motion, or accuracy. These parameters are then tuned during exercise to the patient's performance through a Bayesian framework that also takes into account input from the therapist. A log of all the interaction data is stored for clinicians to assess and tune the therapy, and to advise patients. All this functionality has been added to a classical game engine that is extended to embody a virtual therapist aimed at supervising the motion, which is the final goal of the exergames for rehabilitation. This approach can be of broad interest in the serious games domain. Preliminary results with patients and therapists suggest that the approach can maintain a proper challenge level while keeping the patient motivated, safe, and supervised.
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智能康复游戏引擎(IGER)
电脑游戏是一种很有前途的辅助强化康复的工具。然而,目前,它们没有纳入真正的治疗师提供的监督,也不允许在患者家中安全有效地使用。我们展示了专门定制的基于计算智能的技术如何允许扩展exergames的功能,使家庭康复有效和安全。主要功能是监测运动的正确性,这是避免发展错误的运动模式的基础,使康复弊大于利。模糊系统使我们能够捕捉治疗师的知识,并通过应用于患者化身的新颖信息颜色编码提供患者运动质量的实时反馈。这种反馈与治疗师化身相辅相成,在极端情况下,治疗师化身会解释执行游戏所需动作的正确方法。化身也欢迎病人,并向他/她总结治疗结果。文本到语音和简单的动画提高了用户粘性。另一个重要因素是适应。只有适当水平的挑战练习才能既有效又安全。出于这个原因,治疗师可以根据速度、运动范围或准确性对游戏进行充分配置。然后,这些参数在锻炼过程中通过贝叶斯框架(也考虑到治疗师的输入)根据患者的表现进行调整。所有相互作用数据的日志被存储,供临床医生评估和调整治疗,并建议患者。所有这些功能都被添加到一个经典的游戏引擎中,该引擎扩展为一个虚拟治疗师,旨在监督运动,这是康复游戏的最终目标。这种方法可能会引起严肃游戏领域的广泛兴趣。患者和治疗师的初步结果表明,该方法可以保持适当的挑战水平,同时保持患者的积极性,安全性和监督。
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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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