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Fatigue-aware videogame using biocybernetic adaptation: a pilot study for upper-limb rehabilitation with sEMG

  • S.I. : Virtual Reality for Therapy, Psychological Interventions, and Physical and Cognitive Rehabilitation
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Abstract

Physical rehabilitation has been widely used to restore or maintain motor capabilities of patients with upper-limb mobility limitations. Despite its effectiveness, physical rehabilitation has several difficulties in engaging patients with the multiple therapeutical sessions required to obtain measurable benefits. Novel technologies incorporate gamification strategies to encourage participants to play during the rehabilitation sessions (instead of counting repetitions), providing benefits for therapy adherence. “Serious” or also called applied games have been used as a complementary therapy for neuromuscular disorders. However, the therapy effectiveness of several serious games for health has been questioned by the clinical experts since crucial factors associated with the physical rehabilitation are not commonly included in the gameplay. This study reports the use of a physiologically aware serious game developed using surface electromyography (sEMG) to capture upper-limb muscular fatigue levels of participants. We carried out a pilot study lasting four weeks with five participants diagnosed with monoparesis/hemiparesis to evaluate the feasibility of using the fatigue-adaptive game called Force Defense as a complementary tool for physical rehabilitation in a local community-based rehabilitation center. Preliminary results suggest a positive user gameplay experience as well as good usability of the system reported by participants after the first intervention session. Moreover, we showed how the physiological adaptation was able to encourage participants to maintain exertion in the therapeutically desired zone, thus improving the system’s effectiveness. Participants also improved in their functional abilities of the upper limbs and the game performance measured in pre- and post-moments and reported reduced levels of perceived fatigue after the end of the training program.

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Data availability

The participants’ data is not available due to informed consent restrictions.

Code availability

The videogame and its code are available in the following link: https://drive.google.com/drive/folders/1AI6yO-rrM37WIYJU_eIcTWjrbGpYw1Ze?usp=sharing

Notes

  1. https://www.youtube.com/watch?v=_kxUJX76cmE.

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Acknowledgements

The authors gratefully acknowledge the support of all the members of the Human-Computer Interaction group of the Universidad Tecnológica de Pereira. In addition, thanks are due to the clinicians Dr. José Fernando López and Carlos Felipe Gómez from the Clínica de Dolor del Eje Cafetero for their valuable contributions and advisory. Finally, the authors also thank the Applied Physiology and Neuroscience group of the Universidad Tecnológica de Pereira, for the constant advisory.

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Correspondence to Maria Fernanda Montoya.

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The authors state no conflicts of interest in the development of this research.

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All participants voluntarily signed up to participate in this research work. They were informed about the experimental procedure and its associated risks.

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All the authors contributed to this article and consent to the publication of this research work.

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This research was approved by the Ethics Committee of the Universidad Tecnologica the Pereira, as part of a master’s thesis.

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Montoya, M.F., Muñoz, J. & Henao, O.A. Fatigue-aware videogame using biocybernetic adaptation: a pilot study for upper-limb rehabilitation with sEMG. Virtual Reality 27, 277–290 (2023). https://doi.org/10.1007/s10055-021-00561-y

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  • DOI: https://doi.org/10.1007/s10055-021-00561-y

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