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Augmented feedback serious game platform for lower-limb rehabilitation
Yiling Zhang, Hans Timmerman, Ming Cao, Elisabeth Wilhelm
Session: Poster Session 1 (Even numbers)
Session starts: Thursday 26 January, 16:00
Presentation starts: 16:00
Yiling Zhang (Engineering and Technology Institute Groningen, Faculty of Science and Engineering, University of Groningen)
Hans Timmerman (University Medical Center Groningen, Department of Anesthesiology, Pain Center)
Ming Cao (Engineering and Technology Institute Groningen, Faculty of Science and Engineering, University of Groningen)
Elisabeth Wilhelm (Engineering and Technology Institute Groningen, Faculty of Science and Engineering, University of Groningen)
Abstract:
Total knee arthroplasty (TKA) has good clinical outcomes. However, a significant proportion of the patients experience chronic pain [1], which is due to the changes that occur in the central nervous system (CNS). When the pain persists, reorganization in the brain may have actually contributed to chronic pain [2]. Sensory-retraining, such as an exercise conditioning program, might help patients after TKA return to daily activities and reduce their chronic pain. Therefore, we developed a study protocol of designing and evaluating a serious game platform for patients who suffer from chronic pain after knee surgery.
There are a series of rehabilitation training games in the developed serious game platform. In the rehabilitation process, a time of flight camera (Azure Kinect) and inertial measurement units (IMUs) are used to detect and record exercise movement trajectories of players. The game platform scores the player’s game performance by comparing the player’s movement trajectory with the standard movement trajectory.
This platform not only guides patients to exercise movements correctly, but also provides augmented feedback (AF) to improve their proprioception for enhancing the training effect. For example, the movement sonification maps player’s real-time movement data onto psychoacoustic parameters (i.e., loudness, pitch, timbre, harmony and rhythm) in order to guide the player to adjust their movements as standard rehabilitation exercise as possible; The game avatar on the screen generates visual feedback which reflects the movement performance of the player. Thus, the influence of AF on the effect of rehabilitation training is also investigated. A randomized controlled trail (RCT) test is conducted to validate whether the proposed rehabilitation exergame platform with AF provides more advantages. The reduction in the error between target movement trajectories and the practical movement trajectories of the participant is compared between the experimental group (within AF) and control group (without AF). Besides, the electromyography of 14 lower limb muscles, which are relevant to knee movement, are recorded by Delsys Trigno EMG sensors during the test to analyze the differences between the two group of participants’ muscle innervation after rehabilitation training.