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...
- 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
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dc.title.spa.fl_str_mv |
Development of a Serious Game for Ankle Rehabilitation with T-FLEX |
title |
Development of a Serious Game for Ankle Rehabilitation with T-FLEX |
spellingShingle |
Development of a Serious Game for Ankle Rehabilitation with T-FLEX 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 |
title_short |
Development of a Serious Game for Ankle Rehabilitation with T-FLEX |
title_full |
Development of a Serious Game for Ankle Rehabilitation with T-FLEX |
title_fullStr |
Development of a Serious Game for Ankle Rehabilitation with T-FLEX |
title_full_unstemmed |
Development of a Serious Game for Ankle Rehabilitation with T-FLEX |
title_sort |
Development of a Serious Game for Ankle Rehabilitation with T-FLEX |
dc.creator.fl_str_mv |
Pino López, Angie Daniela |
dc.contributor.author.spa.fl_str_mv |
Pino López, Angie Daniela |
dc.subject.spa.fl_str_mv |
Rehabilitación de tobillo Juegos serios en neurorehabilitación Estrategias de realimentación Accidente cerebrovascular Dispositivo robótico |
topic |
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 |
dc.subject.keywords.spa.fl_str_mv |
Ankle rehabilitation Serious games in neurorehabilitation Feedback strategies Stroke Robotic device |
description |
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. |
publishDate |
2020 |
dc.date.issued.none.fl_str_mv |
2020 |
dc.date.accessioned.none.fl_str_mv |
2021-02-05T20:38:37Z 2021-10-01T14:29:16Z |
dc.date.available.none.fl_str_mv |
2021-02-05T20:38:37Z 2021-10-01T14:29:16Z |
dc.type.spa.fl_str_mv |
Trabajo de grado - Pregrado |
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http://purl.org/coar/version/c_970fb48d4fbd8a85 |
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http://purl.org/coar/resource_type/c_7a1f |
dc.type.content.spa.fl_str_mv |
Text |
dc.type.dcmi-type-vocabulary.spa.fl_str_mv |
Text |
dc.type.driver.spa.fl_str_mv |
info:eu-repo/semantics/bachelorThesis |
dc.identifier.uri.none.fl_str_mv |
https://repositorio.escuelaing.edu.co/handle/001/1348 |
url |
https://repositorio.escuelaing.edu.co/handle/001/1348 |
dc.language.iso.spa.fl_str_mv |
eng |
language |
eng |
dc.rights.coar.fl_str_mv |
http://purl.org/coar/access_right/c_abf2 |
rights_invalid_str_mv |
http://purl.org/coar/access_right/c_abf2 |
dc.format.mimetype.spa.fl_str_mv |
application/pdf |
dc.publisher.spa.fl_str_mv |
Escuela Colombiana de Ingeniería Julio Garavito |
institution |
Escuela Colombiana de Ingeniería Julio Garavito |
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Pino López, Angie Daniela2318c3c38acd71ad020cee31fbf3d07b6002021-02-05T20:38:37Z2021-10-01T14:29:16Z2021-02-05T20:38:37Z2021-10-01T14:29:16Z2020https://repositorio.escuelaing.edu.co/handle/001/1348Conventional 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.La fisioterapia convencional y la rehabilitación con dispositivos robóticos mejoran eficazmente las secuelas y restauran la función de los supervivientes de un accidente cerebrovascular. Sin embargo, la terapia de ejercicio repetitivo puede causar falta de interés y desmotivación, lo que disminuye el éxito de la terapia. Por lo tanto, la inclusión de estrategias de retroalimentación, como los juegos serios, ha demostrado ser una mejora significativa en estas áreas. Este proyecto introduce el desarrollo y la validación preliminar de un juego serio en neurorrehabilitación asistida con el exoesqueleto de tobillo T-FLEX después de un accidente cerebrovascular. Para lograr esto, se desarrolló una revisión de la literatura de documentos enfocados en el aprendizaje motor y la rehabilitación cognitiva. Los principios de diseño incluyeron recompensas, desafíos, objetivos claros, una etapa de calibración y métodos de evaluación de desempeño. A continuación, se desarrolló un juego serio controlado por movimientos de flexión plantar y dorsal para evadir enemigos. La implementación de cada estrategia permitió desarrollar una plataforma completa que incluía todos los criterios estudiados para la terapia. El juego se evaluó en un participante sano único considerando dos condiciones: con y sin usar T-FLEX. La evaluación de usabilidad se realizó a través de encuestas y resultados del juego. En cuanto a los resultados del juego, se pudo observar una precisión media superior al 95%. Además el participante exhibió una percepción positiva y alta adaptación a la interfaz. De esta manera, el juego demostró ser una herramienta atractiva para ser potencialmente utilizada en la rehabilitación del tobillo después de un accidente cerebrovascular. Sin embargo, es necesario evaluar su respuesta en participantes sanos y supervivientes de ictus para evaluar el impacto de la estrategia y corroborar lo encontrado en este estudio.application/pdfengEscuela Colombiana de Ingeniería Julio GaravitoRehabilitación de tobilloJuegos serios en neurorehabilitaciónEstrategias de realimentaciónAccidente cerebrovascularDispositivo robóticoAnkle rehabilitationSerious games in neurorehabilitationFeedback strategiesStrokeRobotic deviceDevelopment of a Serious Game for Ankle Rehabilitation with T-FLEXTrabajo de grado - PregradoTextTextinfo:eu-repo/semantics/bachelorThesishttp://purl.org/coar/version/c_970fb48d4fbd8a85http://purl.org/coar/resource_type/c_7a1fIngeniería BiomédicaCifuentes García, Carlos Andrés (dir)PregradoIngeniera Biomédicahttp://purl.org/coar/access_right/c_abf2TEXTAutorización.pdf.txtAutorización.pdf.txtExtracted 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