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0272-1716 ß 2019 IEEE Published by the IEEE Computer Society IEEE Computer Graphics and Applications
64
and motivation, all pivotal factors for the suc- consideration the specific nature of their users
cess of rehabilitation programs.6,9,10,11 and context of use, the initial phase of the process
The following benefits of using VR in rehabili- involved a series of visits to the rehabilitation cen-
tation have been reported in the literature:7 bet- ter and meetings, first with a group of interested
ter performance, improvement of the affected physiatrists, and later also with physical and
limb and cognitive functions, neuroplasticity occupational therapists. These meetings helped
stimulation, and greater autonomy in the daily establish a common ground of mutual under-
life activities, while increasing the patients’ moti- standing of what patients need and what the tech-
vation and collaboration during the rehabilita- nology can provide, thenceforth facilitating the
tion program. In particular, some authors have communication between the teams. The first out-
“found evidence that the use of VR and interac- come of these meetings was the awareness that
tive video gaming may be beneficial in improving the ideal VR platform should encompass not only
upper limb function and ADL (Activities of Daily a set of ‘‘minigames” to motivate patients during
Living) function when used as an adjunct to the essential, but tedious sessions of upper limb
usual care (to increase overall therapy time) or rehabilitation (the initial goal), but also the possi-
when compared with the same dose of conven- bility of personalization of the games as well as
tional therapy.”7 This makes VR an exciting tool remote monitoring of the patients’ progress,
in the future of therapy, “not only because it was allowing a better follow-up of the patients’ evolu-
proven to be effective among sick and healthy tion beyond the rehabilitation center. This is a
subjects, but also because it had very little side- very important feature allowing patients to
effect and was much safer than other aggressive actively participate in their program at home. As a
or offensive therapies.”8 result of this initial phase, a set of decisions con-
Recently, affordable sensors developed by the cerning the design and implementation of the
gaming industry have been explored for rehabilita- applications were made, and the physiatrists and
tion.6,12 This synergy between benefits and afford- therapists stayed involved during the process,
able technology makes VR applications a natural regularly giving feedback and helping establish
approach for stroke rehabilitation, one of the main intermediate goals.
causes of incapacity worldwide. Aware of this The Leap Motion
The VR platform should
potential, and concerned with the lack of motiva- controller was
encompass not only a
tion of stroke patients while performing repetitive selected as the set of minigames to
upper limb movements in acute, subacute, and sensor to monitor motivate patients, but
chronic phases, a group of professionals at “Centro both coarse ges- also the possibility of
de Medicina de Reabilitaça ~o da Regia ~o Centro— tures (shoulder or personalization and
Rovisco Pais,” a National Rehabilitation Center in elbow movement, remote monitoring of
Portugal, contacted the Universidade de Aveiro to detected due to patient progress.
develop VR therapeutic serious games aimed at change of hand
increasing motivation by providing everyday life position) and fine movements (finger pinches)
context to the movements. Several VR applications since it detects the position, orientation, and cur-
were developed using a Leap Motion sensor (www. rent state of the hand. The games were developed
leapmotion.com) to track upper limb movements. in Unity3D (unity3d.com). This platform allows
These applications help patients perform relevant the creation of VEs as well as game logic and facili-
shoulder, arm, and hand movements, while tates the virtual world creation interface as well as
immersing them in an informal game-like VE. This native integration with an Oculus Rift DK2 Head
paper describes the development of the applica- Mounted Display (www.oculus.com/rift) and the
tions and the main results of a study involving a official Leap Motion SDK package.
group of 12 patients of the rehabilitation center. The system includes a backend server con-
trolling access to the database and the front-end
VR APPLICATIONS three-dimensional applications used by patients,
With the goal of maximizing the usefulness and as well as a configuration web page. This allows
efficacy of the applications and taking into for storage and management of game
January/February 2019
65
Applications
Figure 1. ‘‘Lift” game: user lifts barbell to a Figure 3. ‘‘Dish Washer” game: user opens and
specified height a target number of times. closes the hand to wash the dish a number of times.
configuration data (game instance, number of Executing fine pinch movements with the
iterations, maximum completion time, difficulty index and middle fingers (hand).
level, and other aspects of the game), and game Executing fine pincer movements with the
results (task completion, time elapsed, and spe- ring and pinky fingers (hand).
cific values concerning the patient’s movements
An important
as the longest distance reached).
requirement was
Our first goal was to define which gestures
that the games The games should
were relevant for the exercises to be performed
should evoke real evoke real life situa-
by patients during the games. The ‘‘Enjalbert
life situations and tions and be aimed at
Test” was selected as the basis for the applica- helping patients
be aimed at helping
tions to be developed since it was already used recover capacities for
patients recover
to evaluate patients’ progress at the rehabilita- an independent life.
capacities for an
tion center.13 The test, a five-level scale, is used
independent life.
to access the current state of the upper limb
Thus, it was decided to develop five minigames,
movement recovery for a poststroke victim and
focused on movements involved in progressing
includes different movements, ranging from 0
through the Enjalbert scale. The games devel-
(no upper limb movement) to 5 (fine pincer
oped to exercise the first three gestures passed a
movements with all fingers).
first round of tests with patients (in the same
Lifting and holding the hand in place order as the list above).
(shoulder).
Lift: The patient should lift a barbell above a
Bringing the hand to the mouth (shoulder
specified line (see Figure 1) and hold it for a
and elbow).
predefined time before bringing it back
Opening and closing the hand (hand).
down. This action should be repeated for a
predefined number of times.
Apple eater: The patient should reach one of
the two apples (see Figure 2) on a table and
bring it to the mouth.
Dish washer: The patient should wash the
dishes, opening and closing their hand to
turn ON and OFF the sink’s faucet (see Figure 3).
The patient must keep the hand open until
the dish is entirely clean.
66 Published by the IEEE Computer Society IEEE Computer Graphics and Applications
sound effect at the completion of the task, in a
way to provide positive feedback and encourage-
ment, and allow for competition among patients,
features that were considered important to
increase motivation. On the other hand, when
patients did not attain the goal, discouraging
sounds or negative messages were not given so
as to avoid patient frustration.
Beyond testing the minigames, these prelimi-
nary testing sessions were also meant to instruct
Figure 4. VR system used at the rehabilitation the therapists on how to use the system, espe-
center. 1) Computer. 2) Monitor. 3) Oculus Rift cially the configuration settings, as they would
head mounted display. 4) Leap Motion controller. be the main users.
5) Speaker.
USER STUDY
using different pinch gestures. However, due to A VR system was installed at the rehabilitation
the unreliability of the Leap Motion controller center to enable its patients to use the developed
for very fine gestures, doctors concluded these applications. The VR setup is composed by the
games were not responsive enough to be tested following elements, as shown in Figure 4.
with patients.
A desktop computer to run the applications
Data such as the duration of each movement,
and local backend server (marked “1” in the
number of repetitions, height of the barbell line,
figure).
number of apples on each side of the table, num-
A 4k definition monitor to display the VE,
ber of dishes, or what is considered an open
when running the applications in a nonim-
hand are configured through a backend web
mersive setting (“2”).
page. A calibration application was also devel-
An Oculus Rift DK2 HMD (head mounted dis-
oped to configure the games according to the
play) to display the VE, when running the
patient’s condition, essential for allowing the
applications in a fully immersive setting (“3”).
patients to accomplish the task. With this
A Leap Motion controller to track the posi-
application the limits for values such as ‘‘maxi-
tion and orientation of the patient’s hands,
mum height when lifting arm” or ‘‘maximum
so they can be represented and used in the
hand opening” can be set for each patient and
VE (“4”).
updated according to the patients progress
A speaker positioned in front of the patient to
along their rehabilitation program.
provide audio feedback (“5”).
As part of the development process, several
rounds of preliminary tests were performed at
To evaluate the developed minigames, a pilot
the rehabilitation center with the help of doc-
study was conducted after a formal authoriza-
tors, therapists, and volunteer patients who
tion by the rehabilitation center ethics commit-
played the games. This formative evaluation
tee and a careful selection of the patients that
phase had a twofold purpose: Identify and cor-
should participate. The aim of this study was to
rect possible limitations of the applications and
establish which selection standards should be
assess whether the patients liked and were moti-
applied regarding which patients could use the
vated by the minigames. Some modifications
applications and benefit from them, as well as to
were made, mostly regarding the distance
obtain data regarding the patients’ satisfaction
between the virtual hand resting position and
with the games.
the interaction objects, since in an initial phase
The main questions to be answered by our
applications were only tested by users with full
study were:
control of their upper limb and these issues
were not noticed. Another relevant improvement 1) At what level of recovery could the patients
was the addition of a score and a ‘‘success” start using the minigames?
January/February 2019
67
Applications
68 Published by the IEEE Computer Society IEEE Computer Graphics and Applications
on the patient’s lap and positioning the sensor on ACKNOWLEDGMENTS
it. In the ‘‘Apple Eater” game, because the patient’s The authors would like to thank the students
mouth position in the virtual environment was and patients who participated in the tests and
static, unless the patient kept his/her back user study. This work was supported in part by
straight throughout the full exercise, this position FCT, under its Project UID/CEC/00127/2013.
would no longer correspond to the actual mouth
area of the patient. This issue was amplified by the
fact that the patients would lean forward to reach
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fonctionnelle de la pre gic
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pp. 212–223. tre Rovisco Pais. Contact her at toc@roviscopais.
min-saude.pt.
70 Published by the IEEE Computer Society IEEE Computer Graphics and Applications