Posts Tagged Game

[NEWS] NEOFECT Redesigns Smart Board for Home

Published on May 8, 2019

SmartBoardforHome

NEOFECT has redesigned its Smart Board for Home in reply to feedback from patients recovering from stroke and other musculoskeletal conditions and neurological disorders.

The new Smart Board for Home NextGen includes a smaller surface to help patients use it at home more easily, a redesigned handle to better stabilize the user’s hand and arm, and updated gamified software.

The board size has been reduced from 42 inches to 32 inches so it can fit on most tables. To accommodate the weakened grip of many stroke patients, the redesigned handle includes more straps to better stabilize the user’s arm, ensure appropriate measurement for the post-game metrics, and provide a more secure, comfortable experience, according to the company in a media release.

“We took patient feedback and completely revamped the Smart Board for Home NextGen,” says Scott Kim, co-founder and CEO of San Francisco-based NEOFECT USA.

“This new model still has all the fun, measurable qualities patients can use at home, but now we’ve reduced even more barriers so that people of all abilities can gain back function in their hands and upper arms.”

Patients play games on the Smart Board for Home NextGen by placing their forearm in a cradle and moving their arm across the board. All movements are virtually mimicked on a Bluetooth-connected screen in real time. The gamified software also features an updated AI-powered algorithm to curate a more customized experience for each patient.

The Smart Board for Home NextGen games mimic real-world motions to rehabilitate users’ upper arms and shoulders, including new games like “Air Hawk” and “Tennis.”

Additionally, NEOFECT is developing a dual-player game for patients to use at home, which will be available in summer 2019.

[Source(s): NEOFECT, Business Wire]

Source:
http://www.rehabpub.com/2019/05/neofect-redesigns-smart-board-home/

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[Abstract] Comparison of Kinect2Scratch game-based training and therapist-based training for the improvement of upper extremity functions of patients with chronic stroke: a randomized controlled single-blinded trial

Abstract

BACKGROUND: Virtual reality and interactive video games could decrease the demands on the time of the therapists. However, the cost of a virtual reality system and the requirement for technical support limits the availability of these systems. Commercial exergames are not specifically designed for therapeutic use, most patients with hemiplegic stroke are either too weak to play the games or develop undesirable compensatory movements.

 

AIM: To develop Kinect2Scratch games and compare the effects of training with therapist-based training on upper extremity (UE) function of patients with chronic stroke.

DESIGN: A randomized controlled single-blinded trial.

SETTING: An outpatient rehabilitation clinic of a tertiary hospital.

POPULATIONS: Thirty-three patients with chronic hemiplegic stroke.

METHODS: We developed 8 Kinect2Scratch games. The participants were randomly assigned to either a Kinect2Scratch game group or a therapist-based training group. The training comprised 24 sessions of 30 minutes over 12 weeks. The primary outcome measure was the Fugl-Meyer UE scale and the secondary outcome measures were the Wolf Motor Function Test and Motor Activity Log. Patients were assessed at baseline, after intervention, and at the 3-month follow-up. We used the Pittsburgh participation scale (PPS) to assess the participation level of patients at each training session and an accelerometer to assess the activity counts of the affected UE of patients was used at the 12th and 24th training sessions.

RESULTS: Seventeen patients were assigned to the Kinect2Scratch group and 16 were assigned to the therapist-based training group. There were no differences between the two groups for any of the outcome measures post-intervention and at the 3-month follow-up (all p>.05). The level of participation was higher in the Kinect2Scratch group than in the therapist-based training group (PPS 5.25vs. 5.00, p=0.112). The total activity counts of the affected UE was significantly higher in the Kinect2Scratch group than in the therapist-based training group (p<.001).

CONCLUSIONS: Kinect2Scratch game training was feasible, with effects similar to those of therapist-based training on UE function of patients with chronic stroke.

via Comparison of Kinect2Scratch game-based training and therapist-based training for the improvement of upper extremity functions of patients with chronic stroke: a randomized controlled single-blinded trial – European Journal of Physical and Rehabilitation Medicine 2019 Feb 15 – Minerva Medica – Journals

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[NEWS] Struggling to focus? This new brain training app may help

In a world in which our brains are almost constantly overstimulated, many of us may find it challenging to stay focused for extended periods. Researchers from the University of Cambridge in the United Kingdom have now developed an app that trains the mind to maintain concentration.

This newly developed brain-training app could effectively improve your concentration and other cognitive skills.

Research suggests that a newly developed brain training app may improve our concentration and other cognitive skills.

Many, if not most, of us spend our days rapidly switching between competing tasks. We call this “multitasking,” and take pride in how efficient we are in dealing with multiple problems at the same time.

However, multitasking requires that we quickly redirect our focus from one activity to another and then back again, which, in time, can have a detrimental effect on our ability to concentrate.

“We’ve all experienced coming home from work feeling that we’ve been busy all day but unsure what we actually did,” says Prof. Barbara Sahakian from the Department of Psychiatry at the University of Cambridge.

“Most of us spend our time answering emails, looking at text messages, searching social media, trying to multitask. But, instead of getting a lot done, we sometimes struggle to complete even a single task and fail to achieve our goal for the day,” she adds, noting that we may even find it difficult to stay focused on pleasant, relaxing activities, such as watching TV.

Yet, she continues, “For complex tasks, we need to get in the ‘flow’ and stay focused.” So, how can we re-teach our minds to stay focused?

Prof. Sahakian and colleagues believe that they may have found an effective and uncomplicated solution to this problem.

The research team has developed a brain training app called “Decoder,” which can help users improve their concentration, memory, and numerical skills.

The scientists have recently conducted a study to test the effectiveness of their new app, and they now report their results in the journal Frontiers in Behavioral Neuroscience.

An app that improves concentration

In the study, Prof. Sahakian and team worked with a cohort of 75 young and healthy adult participants. The trial spanned 4 weeks, and all the participants took a special test measuring their concentration skills at both the beginning and the end of the study.

As part of the trial, the researchers divided the participants into three groups. They asked one group to play the new Decoder training game, while the second group had to play Bingo, and the third group received no game to play.

Those in the first two groups played their respective games during eight 1-hour sessions over the 4 weeks, and they did so under the researchers’ supervision.

At the end of the trial period, the researchers found that the participants who had played Decoder demonstrated better attention skills than both the participants who had played Bingo and those who had played no game at all.

The researchers state that these improvements were “significant” and comparable to the effects of medication that doctors prescribe for the treatment of attention-impairing conditions, such as attention deficit hyperactivity disorder (ADHD).

App could help with ADHD

In the next step of the trial, Prof. Sahakian and team wanted to test whether Decoder could boost concentration without negatively affecting a person’s ability to shift their attention effectively from one task to another.

To do so, they asked participants who had used Decoder and Bingo to take the Trail Making Test (TMT), which assesses individuals’ attention-shifting capacity. The researchers found that Decoder players performed better on the TMT than Bingo players.

Finally, participants who played Decoder reported higher rates of enjoyment while participating in this activity, as well as stronger motivation and better alertness throughout all their sessions.

“Many people tell me that they have trouble focusing their attention. Decoder should help them improve their ability to do this,” says Prof. Sahakian.

“In addition to healthy people, we hope that the game will be beneficial for patients who have impairments in attention, including those with ADHD or traumatic brain injury. We plan to start a study with traumatic brain injury patients this year,” the researcher also notes.

An ‘evidence-based game’

Cambridge Enterprise recently licensed the new game to app developer Peak, who specialize in the release of brain training apps. Peak have adapted Decoder for the iPad platform, and the game is now available from the App Store as part of the Peak Brain Training package.

George Savulich, another of the current study’s authors, notes that, unlike other apps that claim to train the brain but do not necessarily deliver on their promise, he and his colleagues based the development of Decoder on hard scientific evidence.

Many brain training apps on the market are not supported by rigorous scientific evidence. Our evidence-based game is developed interactively […]. The level of difficulty is matched to the individual player, and participants enjoy the challenge of the cognitive training.”

George Savulich

“Peak’s version of Decoder is even more challenging than our original test game, so it will allow players to continue to gain even larger benefits in performance over time,” Prof. Sahakian adds.

“By licensing our game, we hope it can reach a wide audience who are able to benefit by improving their attention,” she says.

via Struggling to focus? This new brain training app may help

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[WEB SITE] This Smart Glove Could Be the Future of Physical Therapy

BY  01.10.2019

Rapael Smart Glove (Photo Credit: Neofect)

Recovering after a stroke isn’t easy, but Neofect is here to help patients track their rehabilitation progress with an innovative wearable solution.

At CES 2019, the company exhibited its Rapael Smart Glove, a high-tech rehab device that helps stroke patients improve their hand movements. The device also syncs with an app, where patients can play rehabilitation games and track milestones.

Neofect didn’t disclose a price for the Rapael Smart Glove, but customers can go on the company’s website to buy it. The Rapael Smart Glove is also available for clinics that need stroke rehabilitation equipment.

https://mashable.com/videos/blueprint:yanmAj9rnK/embed/?player=offsite?wmode=transparent

Using the Rapael Smart Glove is very easy: Gently slide on the device, connect to the Rapael App with a smartphone or tablet, and play a variety of rehabilitation games. The app’s fun games include virtual tennis matches and house painting, and they’re available in different levels to balance challenge and motivation. Plus, the Rapael App collects practice data for patients, so they can track their hand recovery progress.

With the Rapael Smart Glove, patients can practice hand exercises and improve dexterity over time. An advantage of the Rapael Smart Glove is that it can help stroke patients who might not have immediate access to hospitals or physical therapy facilities, so they can work on their hand movements without leaving home.

“We aim to help patients all around the world including, but not limited to, those unable to receive appropriate treatment due to economic or geographic reasons,” says Neofect’s website. “By providing rehab training products and services that are available anytime and anywhere, we are committed to improving patient’s rehab experiences and quality of life.”

 

via This Smart Glove Could Be the Future of Physical Therapy – Geek.com

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[WEB SITE] Augmented reality game helps stroke victims recover faster

A new augmented reality game is being developed to help stroke victims stick to their rehabilitation regimen.

More than six million people worldwide die each year from strokes. Every two seconds, someone, somewhere is having one. Not all strokes are fatal, of course. In fact, 80 per cent of stroke victims survive, though many experience one or more serious lingering effects, including paralysis and cognitive and motor impairment. When a stroke occurs, areas of the brain are deprived of oxygen and neural pathways can become damaged. The good news is that the brain is a resourceful organ, and thanks to neural plasticity, it may be possible to relearn forgotten abilities through rehabilitation—targeted repetitive exercises—that helps the neurons re-organize themselves and allows the victim to regain function. The problem is that rehab is hard, and painful, and according to Regan David Petrie, some 69 per cent of stroke patients don’t get the recommended level of rehab activities. This is why the master student at Victoria University of Wellington has been developing an augmented reality (AR) mobile game, an “exergame,” whose purpose is to engage and reward stroke victims in order to keep them engaged in their therapy.

NZ Fauna AR

Petrie’s game was designed using Google’s Tango Augmented Reality platform prior to the search giant switching support to its newer, more consumer-oriented ARCore system. As the game’s player observes his or her surroundings through a mobile device, virtual 3D objects appear to set the scene and with which the player can interact.

(Photo: Petrie, et al)

The game, still under development, is called NZ Fauna AR. As its name implies, it’s designed for stroke victims of New Zealand, leveraging their love of the country’s forests to provide a calming and enjoyable context in which play can occur. Fizzy, a virtual Rowi kiwi, is the AR star of the current iteration of the game.

(Photo: Petrie, et al)

Players gather blueberries and feed them to Fizzy by performing sit-to-stand exercises, an important form of therapy for stroke victims. The most basic actions of the game are:

• standing up to throw berries to Fizzy

• sitting down to collect more berries from an AR bucket on the floor.

There are game controller buttons with interactive elements, but, says Petrie’s thesis, “The game was designed to incorporate minimal touch interactions—this was driven by the interaction model which was comprised of natural physical movements,” that is, standing up and sitting down.

Petrie has plans for at least two other versions of the game:

• Biggie the Tuatara, focusing on stepping exercises

• Penny the Yellow-Eyed Penguin, focusing on walking exercises.

Testing with Fizzy

Petrie’s thesis describes the design and goals of the app, and usability testing he completed for NZ Fauna AR.

Pre-testing

Petrie began with a round of preliminary testing with three neurological physiotherapists who helped him refine the gameplay to strengthen the rehab it provided. The three endorsed the idea and game, with one saying, “This is what we need to get people to enjoy therapy.”

User testing

Petrie tested NZ Fauna AR with a cohort of five stroke victims in two phases. The five subjects were selected as “a user base that represented an audience with a wide range of cognitive and physiological abilities.” Gameplay lasted for 10-15 minutes, followed by a questionnaire in which they recorded their reactions to the experience.

A second test was conducted with two of the five subjects, who used a second version of the game prototype in which Petrie had fixed some flaws revealed in the first round. One of the subjects still had trouble understanding the game, while the other one loved the changes. One reaction to the game was particularly touching, and revealing: “Caroline passionately illustrated that taking the focus off her is important and that her being the caregiver (instead of the care receiver) and coherently helping someone else (the kiwi) was delightful and made the experience meaningful to her.” One can imagine that such a perspective shift would be welcome for anyone sick of being the subject of chronic care.

(Source: Petrie, et al)

Level up

Petrie will no doubt continue to refine his game, not least because he’ll probably want to migrate to Google’s latest AR platform. He also hopes to add a multiplayer mode of some sort so stroke patients can do their rehab together, with the added social element making it even more fun.

As to the efficacy of AR for promoting rehabilitation in stroke victims and others who require repetitive exercise to regain lost function, it would seem that the game designers involved will need to capture some Pokémon Go/Super Mario/Angry Birds magic to keep players—the patients—engaged. That’s a challenge for any game developer, but NZ Fauna AR is certainly an interesting and potentially life-changing use of AR.

via Augmented reality game helps stroke victims recover faster – Big Think

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[WEB SITE] Virtual personal trainer helps seniors get more exercise at home

U of A researcher developing personalized program that brings the appeal of electronic gaming to physical therapy for older adults.

By BEV BETKOWSKI

 

A high-tech University of Alberta research project is letting seniors hit a computerized gym especially designed for their needs.

VirtualGym, an electronic game that combines the entertainment of gaming with prescribed exercises, is being put through its paces in a Calgary seniors’ residence to test its user-friendliness and appeal.

Once perfected, it will deliver at-home therapeutic exercises for seniors with chronic health issues, mobility problems or dementia, at the click of a button.

“It’s a concept of bringing rehabilitation home,” said PhD candidate Noelannah Neubauer, who helped design the program. “We already have telehealth being used by doctors, why not rehabilitation too?”

The joint research project is teaming computing scientist Eleni Stroulia and other researchers from the faculties of science and rehabilitation medicine, with support from AGE-WELL, Canada’s Technology and Aging Network.

Designed to work through Kinect, a motion sensor system originally designed for Xbox video game consoles, VirtualGym works by giving users personalized feedback as they exercise along with an onscreen avatar using a “Simon Says” theme.

“It’s designed so the exercises are completely customizable from a personal trainer or physical therapist and their progress can be monitored,” Neubauer said. By recording users’ movements through VirtualGym, therapists can remotely watch for progressions and adjust exercises accordingly.

Stroulia and her team thought their original version of VirtualGym, developed in 2015, would be a good fit for seniors, but it was a flop with their test group, who found the game too busy.

“They didn’t like it at all,” said Victor Fernandez-Cervantes, a post-doctoral researcher in computing science, who took it back to the drawing board.

Using feedback from Edmonton senior Stuart Embleton and other volunteers from the Cardiac Athletic Society of Edmonton who tried the system, Fernandez-Cervantes made VirtualGym more user-friendly.

“We wanted to design it from their point of view.”

He dialled down the noise with a less distracting and cartoonish version of the game. The screen scenery evolved from its original version—an instructional avatar exercising on snowy ground in front of a brick building—to a soothing blank-walled room with a potted plant at either side. The avatar’s build was also adjusted to reflect a more typical body shape for older adults. As well, he programmed its movements with simple but specific instructions on how to do an exercise properly, complete with correctional tools like arrows and colours that pop up if needed.

Fernandez-Cervantes is continuing to tweak VirtualGym to create a 3-D version. Right now the exercises are only partially viewable, which is a problem for seniors, Embleton believes. “If the program wants you to lift your leg and kick your foot up, you should be able to see that action from a suitable perspective,” he explained.

Other planned improvements include adding simple games to measure cognitive awareness for users. “Over time, perhaps changes in scores could reflect varying levels of cognitive impairment,” Neubauer said.

The eventual plan is to market VirtualGym widely through a spinoff company, Stroulia said.

Embleton, 77, believes seniors would use VirtualGym if it were available to them.

“Most seniors nowadays have computers and TV sets, and that, plus an optical input, is all you need to use the system. It’s going to be more and more useful as it’s further developed. It’s called a game, but it’s really a useful therapeutic process. If I had a broken hip or was frail or couldn’t drive, and needed some physical therapy, I could use a virtual gym at home,” he said.

That’s especially valuable for rural or shut-in seniors who can’t go to real-life gym classes or make regular visits to physiotherapy clinics, said Neubauer.

“We want seniors to be able to exercise more, and this provides another option for them.”

Their work on VirtualGym also offers insight and a set of guidelines for other game designers wanting to develop exercise technology for seniors, said Fernandez-Cervantes.

“When designing products, seniors need to be involved. Soon enough, everyone will be a senior.”

 

via Virtual personal trainer helps seniors get more exercise at home

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[WEB SITE] Tampa students develop virtual reality games to increase physical therapy’s effectiveness

VIDEO —> VR could increase physical therapy effectiveness

http://www.fox13news.com/health/tampa-students-develop-virtual-reality-games-to-increase-physical-therapy-s-effectiveness

 – Anyone who’s gone through physical therapy knows it can be an arduous and time-consuming process, but what if physical therapy was more like playing a really fun video game?

Some students at the University of Tampa are changing the game for injury recovery, using virtual reality to ease the mental burden of rehabilitation.

Student Jonathan Truong is part of the team of UT students developing PT VR. As a child, he contracted meningitis and, as a complication of the disease, suffered a stroke.

Since then, he’s gone through eight rounds of physical therapy. His history of pain and rehab is the driving force behind his desire to improve the field.

“It’s aggravating,” Truong said. “Physical therapy is boring. It’s very repetitive for me.”

The University of Tampa senior is majoring in entrepreneurship, meanwhile, keeping an eye on advancements in virtual reality.

So he launched Verapy. It allows patients to do physical therapy using a virtual reality headset connected to sensors on a patient’s hands and feet.

“We are allowing these patients to feel empowered,” he said. “They are doing their physical therapy without thinking about it.”

But the game isn’t just a game. Verapy games sent data that can help physical therapists understand a patient’s improvement, both for pain level and range of motion.

“The therapist doesn’t have to watch them constantly,” he said. “So it saves them time.”

There are a number of games that allow for work on different body parts. It’s still in beta testing in three physical therapist’s offices in the Bay Area.

A problem doctors and therapists face is patients quitting before they are fully rehabilitated. They hope Verapy will help them keep more patients.

It’s music to Jonathan’s ears, after what he’s been through.

“It [makes] me feel great,” he said, adding that Verapy has gotten 16 letters of intent from local therapists to test the product.

via Tampa students develop virtual reality games to increase physical therapy’s effectiveness

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[Abstract + References] Project Star Catcher: A Novel Immersive Virtual Reality Experience for Upper Limb Rehabilitation

Abstract

Modern immersive virtual reality experiences have the unique potential to motivate patients undergoing physical therapy for performing intensive repetitive task-based treatment and can be utilized to collect real-time user data to track adherence and compliance rates. This article reports the design and evaluation of an immersive virtual reality game using the HTC Vive for upper limb rehabilitation, titled “Project Star Catcher” (PSC), aimed at users with hemiparesis. The game mechanics were adapted from modified Constraint Induced Therapy (mCIT), an established therapy method where users are asked to use the weaker arm by physically binding the stronger arm. Our adaptation changes the physical to psychological binding by providing various types of immersive stimulation to influence the use of the weaker arm. PSC was evaluated by users with combined developmental and physical impairments as well as stroke survivors. The results suggest that we were successful in providing a motivating experience for performing mCIT as well as a cost-effective solution for real-time data capture during therapy. We conclude the article with a set of considerations for immersive virtual reality therapy game design.

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[ARTICLE] Game-Based Virtual Reality Canoe Paddling Training to Improve Postural Balance and Upper Extremity Function: A Preliminary Randomized Controlled Study of 30 Patients with Subacute Stroke – Full Text

Abstract

Background

Virtual reality (VR) training with motion-controlled console games can be incorporated into stroke rehabilitation programs. The use of a variety of gaming software can provide the patient with an opportunity to perform activities that are exciting, entertaining, and that may not be feasible in clinical environments. The aim of this preliminary randomized controlled study was to investigate the effects of game-based VR canoe paddling training, when combined with conventional physical rehabilitation programs, on postural balance and upper extremity function in 30 patients with subacute stroke.

Material/Methods

Thirty patients, who were within six months following the diagnosis of stroke, were randomly allocated to either the experimental group (n=15) or the control group (n=15). All participants participated in a conventional rehabilitation program. Also, the experimental group (n=15) performed the VR canoe paddling training for 30 minutes each day, three times per week, for five weeks. After five weeks, outcomes of changes in postural balance and upper extremity function were evaluated and compared between the two groups.

Results

At five weeks, postural balance and upper extremity function showed significant improvements in both patients groups when compared with the baseline measurements (p<0.05). However, postural balance and upper extremity function were significantly improved in the experimental group when compared with the control group (p<0.05).

Conclusions

Game-based VR canoe paddling training is an effective rehabilitation therapy that enhances postural balance and upper extremity function in patients with subacute stroke when combined with conventional physical rehabilitation programs.

Background

The maintenance of the core or upper body control, is essential for maintaining posture and stability while changing positions, performing activities of daily living (ADL), and ambulating [1,2]. Patients who are undergoing physical rehabilitation following stroke, tend to deviate towards the affected side, as a result of postural instability, which induces both asymmetrical trunk movement and trunk muscle weakness. Upper body instability makes it difficult to maintain postural control when performing tasks and leads to functional disability [3]. The lack of postural stability also affects the balance of patients following stroke, increasing the risk of falls, and negatively impacting on patient independence and safety. For example, it has been reported that up to 73% of patients with stroke experience a fall within six months after leaving hospital [4]. Falls following a stroke can have severe consequences, including hip fractures and reduced physical activity due to fear of repeat falls [5]. Therefore, because these factors can have a negative impact on patient rehabilitation following stroke, the improvement of postural stability is an important goal of patient rehabilitation following stroke [6].

Sports that involve paddling with a single oar, such as canoeing and kayaking, are effective outdoor activities that improve postural stability and upper body stabilization [7]. Continuous body adjustment and compensation are required during the single-oar paddling motion to maintain balance during perturbations caused by the movement of the canoe or kayak and the paddle in the water [8]. Currently, canoe paddling training can be conducted using an ergometer to provide a training opportunity that is independent of outdoor conditions and to better control training progression [9]. A paddling ergometer has also been studied for rehabilitation training of patients with paraplegia and has been shown to be effective in improving postural control, balance, motor performance, and upper extremity strength [8,9].

Game-based virtual reality (VR) using gaming consoles is now used as a therapeutic approach for the rehabilitation of patients with stroke and provides an opportunity for patients to perform activities that are difficult in a clinical setting. Furthermore, VR programs are often designed to be more entertaining and enjoyable than traditional physical therapy tasks, thereby encouraging patients to participate in the rehabilitation program.

The use of VR equipment specifically designed for physical rehabilitation is not yet commonly available in clinical settings. Therefore, VR rehabilitation programs using a game-based, motion-controlled console that can be used in clinical settings and at low cost that can utilize a variety of gaming software are needed.

The aim of this preliminary randomized controlled study was to investigate the effects of game-based VR canoe paddling training, when combined with conventional physical rehabilitation programs, on postural balance and upper extremity function in 30 patients with subacute stroke.[…]

 

Continue —>  Game-Based Virtual Reality Canoe Paddling Training to Improve Postural Balance and Upper Extremity Function: A Preliminary Randomized Controlled Study of 30 Patients with Subacute Stroke

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Figure 2
Game-based virtual reality (VR) canoe paddling training.

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[WEB SITE] Virtual reality games to help patients’ rehabilitation in UAE

The AI system is already in use in Ras Al Khaimah Physiotherapy and Sports Centre and will be rolled out soon in all ministry hospitals.

A therapist will always be present to monitor these sessions of patients.

Games developed specially for rehabilitation in physiotherapy for patients of stroke, cerebral palsy and similar conditions, will be used by the Ministry of Health and Prevention (Mohap) as it rolls out use of artificial intelligence (AI) and virtual reality (VR) in hospitals.

The AI system is already in use in Ras Al Khaimah Physiotherapy and Sports Centre and will be rolled out soon in all other ministry hospitals. “Games are developed for rehab of such patients, for both children and adults, especially those suffering from cerebral palsy and motor delay conditions,” Dr Yousif Mohammed Al Serkal, assistant undersecretary for the hospital sector, told Khaleej Times.

“The AI system is composed of three parts – a TV set, a sensory kinetic bar and an X-Box linked with these. Specific games are used to assess how cognitive a patient is,” he said.

A therapist will always be present to monitor these sessions of patients and will assess their conditions accordingly, he added.

He also explained the advantages of VR using AI in physiotherapy to provide treatment. “This will allow the patient to complete the treatment at his/her home with the possibility of remote rehabilitation,” he said.

“In the treatment of stroke, the virtual reality system evaluates and enhances the recovery of the affected upper parts, in addition to the training for the walking device used for rehabilitation.

“The patient moves at a speed on the motion platform with changing virtual environments being displayed on the front screen to simulate daily activities. In the treatment of the balance disorder, virtual reality is a safe and effective alternative to conventional therapy to improve the balance in patients,” he said. “Patients have reported that they enjoyed VR therapy without suffering from side effects, and with increased motivation.

“This technique is also used to treat children with developmental disorders, including positive developments in both perceived and performance capabilities in areas of daily activities including social activities that they have not been able to do before.”

The virtual therapy also assists cerebral palsy patients in the reorganisation of the brain and movement ability and visual cognitive skills, in addition to social participation and personal factors.

More about VR with AI

The UAE Strategy for Artificial Intelligence (AI) is a project within the Centennial Plan 2071. The plan will also include virtual reality (VR) rehabilitation in physiotherapy for stroke patients, patients suffering from balance disorder and children with development disorders, cerebral palsy and Parkinson’s syndrome.

VR rehabilitation technology makes use of virtual world simulation to meet various requirements for effective medical intervention to achieve the best results using the video game controller and the moving sensor. Scientific studies have proven the effectiveness of this innovative technique in the rehabilitation and treatment of many such cases.

KT NANO EDIT

AI boost to healthcare

Healthcare industry stands to gain significantly by inducting artificial intelligence into various processes. The technology can take the fear out of procedures and make treatments more effective. The UAE has been experimenting on this front and results are encouraging so far. Innovation through AI is becoming more meaningful with its human-centric approach, and the medical experts are now looking at expanding its scope.

asmaalizain@khaleejtimes.com

 

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