TY - CHAP
T1 - The role of serious games in robot exoskeleton-assisted rehabilitation of stroke patients
AU - Cornforth, David J
AU - Koenig, Alexander
AU - Riener, Robert
AU - August, Katherine
AU - Khandoker, Ahsan H
AU - Karmakar, Chandan
AU - Palaniswami, Marimuthu
AU - Jelinek, Herbert
N1 - Includes bibliographical references.
PY - 2015
Y1 - 2015
N2 - This chapter describes how serious games can be used to improve the rehabilitation of stroke patients. Determining ideal training conditions for rehabilitation is difficult, as no objective measures exist and the psychological state of patients during therapy is often neglected. What is missing is a way to vary the difficulty of the tasks during a therapy session in response to the patient needs, in order to adapt the training specifically to the individual. In this chapter, we describe such a method. A serious game is used to present challenges to the patient, including motor and cognitive tasks. The psychological state of the patient is inferred from measures computed from heart rate variability (HRV) as well as breathing frequency, skin conductance response, and skin temperature. Once the psychological state of the patient can be determined from these measures, it is possible to vary the tasks in real time by adjusting parameters of the game. The serious game aspect of the training allows the virtual environment to become adaptive in real time, leading to improved matching of the activity to the needs of the patient. This is likely to lead to improved training outcomes and has the potential to lead to faster and more complete recovery, as it enables training that is challenging yet does not overstress the patient.
AB - This chapter describes how serious games can be used to improve the rehabilitation of stroke patients. Determining ideal training conditions for rehabilitation is difficult, as no objective measures exist and the psychological state of patients during therapy is often neglected. What is missing is a way to vary the difficulty of the tasks during a therapy session in response to the patient needs, in order to adapt the training specifically to the individual. In this chapter, we describe such a method. A serious game is used to present challenges to the patient, including motor and cognitive tasks. The psychological state of the patient is inferred from measures computed from heart rate variability (HRV) as well as breathing frequency, skin conductance response, and skin temperature. Once the psychological state of the patient can be determined from these measures, it is possible to vary the tasks in real time by adjusting parameters of the game. The serious game aspect of the training allows the virtual environment to become adaptive in real time, leading to improved matching of the activity to the needs of the patient. This is likely to lead to improved training outcomes and has the potential to lead to faster and more complete recovery, as it enables training that is challenging yet does not overstress the patient.
KW - Robot exoskeleton
KW - Stroke rehabilitation
KW - Physiological measurements
KW - Closed loop difficulty
U2 - 10.1007/978-3-319-05834-4_10
DO - 10.1007/978-3-319-05834-4_10
M3 - Chapter (peer-reviewed)
SN - 9783319058337
SN - 9783319382197
T3 - Advances in game-based learning
SP - 233
EP - 254
BT - Serious games analytics
A2 - Sheng, Yanyan
A2 - Ifenthaler, Dirk
A2 - Loh, Christian Sebastian
PB - Springer
CY - Switzerland
ER -