HarpyGame: A Customizable Serious Game for Upper Limb Rehabilitation after Stroke

  • Gabriel Cyrino UFU
  • Júlia Tannús UFU
  • Edgard Lamounier UFU
  • Alexandre Cardoso UFU
  • Alcimar Soares UFU

Resumo


Stroke is the most common disease that leads to the dexterity impairment of the upper limbs. Serious games have emerged as an advantageous and enjoyable alternative to rehabilitation treatment when compared to traditional therapies. This work presents the development of a customizable serious game, based on Virtual Reality techniques to achieve a more natural and intuitive interface. The game was developed to allow different types of input devices. In so doing, the system consists of a control panel for patient management and customization of the game, a serious game with a realistic environment with levels and adaptive tasks, and a database. The research considered the assistance of physiotherapists to provide protocols that the game followed. Results indicated significant acceptance by the patients, implying the system’s potential use in the post-stroke rehabilitation process of the upper limbs.
Palavras-chave: Stroke, Virtual Reality, Serious Game, Motor Rehabilitation

Referências

Organização Mundial de Saúde, “Acidente vascular cerebral (avc),” http://www.brasil.gov.br/editoria/saude/2012/04/acidente-vascularcerebral-avc, Dec. 2017, (Acesso em: 15-Junho-2018).

P. Langhorne, F. Coupar, and A. Pollock, “Motor recovery after stroke: a systematic review,” The Lancet Neurology, vol. 8, no. 8, pp. 741–754, 2009.

M. F. Levin, P. L. Weiss, and E. A. Keshner, “Emergence of virtual reality as a tool for upper limb rehabilitation: Incorporation of motor control and motor learning principles,” Physical Therapy, vol. 95, no. 3, pp. 415–425, sep 2014.

M. Ma, A. Oikonomou, and L. C. Jain, Serious games and edutainment applications. Springer, 2011, vol. 504.

D. R. Michael and S. L. Chen, Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade, 2005.

R. Tori, C. Kirner, and R. A. Siscoutto, Fundamentos e tecnologia de realidade virtual e aumentada. Editora SBC, 2006.

G. Saposnik and M. Levin, “Virtual reality in stroke rehabilitation a meta-analysis and implications for clinicians,” Stroke; a journal of cerebral circulation, vol. 42, pp. 1380–6, 05 2011.

L. B. G. S. D. J. S. G. Laver, KE and M. Crotty, “Virtual reality for stroke rehabilitation,” Cochrane Database of Systematic Reviews, no. 11, 2017.

G. Alankus¸, A. Lazar, M. May, and C. Kelleher, “Towards customizable games for stroke rehabilitation,” in Proceedings of the twenty-eighth ACM SIGCHI conference on computer human interaction (CHI), vol. 3, 01 2010, pp. 2113–2122.

J. Brooke et al., “Sus-a quick and dirty usability scale,” Usability evaluation in industry, vol. 189, no. 194, pp. 4–7, 1996.
Publicado
07/11/2020
Como Citar

Selecione um Formato
CYRINO, Gabriel; TANNÚS, Júlia; LAMOUNIER, Edgard; CARDOSO, Alexandre; SOARES, Alcimar. HarpyGame: A Customizable Serious Game for Upper Limb Rehabilitation after Stroke. In: XR EXPERIENCE - SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 22. , 2020, Evento Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2020 . p. 67-68. DOI: https://doi.org/10.5753/svr_estendido.2020.12960.