Development of a Serious Game for Ankle Rehabilitation with T-FLEX

Conventional physical therapy and rehabilitation with robotic devices effectively improve the sequelae and restore function for stroke survivors. However, repetitive exercise therapy may cause a lack of interest and demotivation which decreases the therapy success. Hence, the inclusion of feedback s...

Full description

Autores:
Pino López, Angie Daniela
Tipo de recurso:
Fecha de publicación:
2020
Institución:
Escuela Colombiana de Ingeniería Julio Garavito
Repositorio:
Repositorio Institucional ECI
Idioma:
eng
OAI Identifier:
oai:repositorio.escuelaing.edu.co:001/1348
Acceso en línea:
https://repositorio.escuelaing.edu.co/handle/001/1348
Palabra clave:
Rehabilitación de tobillo
Juegos serios en neurorehabilitación
Estrategias de realimentación
Accidente cerebrovascular
Dispositivo robótico
Ankle rehabilitation
Serious games in neurorehabilitation
Feedback strategies
Stroke
Robotic device
Rights
License
http://purl.org/coar/access_right/c_abf2
Description
Summary:Conventional physical therapy and rehabilitation with robotic devices effectively improve the sequelae and restore function for stroke survivors. However, repetitive exercise therapy may cause a lack of interest and demotivation which decreases the therapy success. Hence, the inclusion of feedback strategies, like serious games, has proven to be a significant improvement in these areas. This project introduces the development and preliminary validation of a serious game in assisted neurorehabilitation with the T-FLEX ankle exoskeleton after stroke. To accomplish this, a literature review of documents focused on motor learning and cognitive rehabilitation was developed. The design principles included rewards, challenges, clear objectives, a calibration stage, and evaluating performance methods. Following this, a serious game controlled by plantar and dorsal flexion movements to evade enemies was developed. The implementation of each strategy allowed to develop a complete platform that included all the criteria studied for therapy. The game was assessed in a unique healthy participant considering two conditions: with and without wearing T-FLEX. The usability evaluation was performed through the game results and surveys. In terms of the game results, an average precision greater than 95% could be observed. Besides the participant exhibited a positive perception and high adaptation to the interface. In this way, the game proved to represent an attractive tool to be potentially used in ankle rehabilitation after a stroke. Nevertheless, it is necessary to assess its response in healthy participants and stroke survivors to evaluate the impact of the strategy and corroborate what was found in this study.