Rehabilitation robotics combined with video game technology provides a means of assisting in the rehabilitation of patients with neuromuscular disorders by performing various facilitation movements. The current work presents ReHabGame, a serious game using a fusion of implemented technologies that can be easily used by patients and therapists to assess and enhance sensorimotor performance and also increase the activities in the daily lives of patients. The game allows a player to control avatar movements through a Kinect Xbox, Myo armband and rudder foot pedal, and involves a series of reach-grasp-collect tasks whose difficulty levels are learnt by a fuzzy interface. The orientation, angular velocity, head and spine tilts and other data generated by the player are monitored and saved, whilst the task completion is calculated by solving an inverse kinematics algorithm which orientates the upper limb joints of the avatar. The different values in upper body quantities of movement provide fuzzy input from which crisp output is determined and used to generate an appropriate subsequent rehabilitation game level. The system can thus provide personalised, autonomously-learnt rehabilitation programmes for patients with neuromuscular disorders with superior predictions to guide the development of improved clinical protocols compared to traditional theraputic activities.
翻译:与视频游戏技术相结合的康复机器人提供了一种手段,帮助神经肌肉障碍患者康复,通过开展各种便利运动,进行各种协助运动;目前的工作是ReHabGame,这是一个使用患者和治疗师可以轻易地用来评估和增强感官性能并增加患者日常生活活动的应用技术的混合技术的严肃游戏,它使患者能够通过Kinect Xbox、 Myo 臂带和涡轮脚踏板来控制呼吸器运动,并涉及一系列通过烟雾界面学习困难程度的伸展-grasp-收集任务。对方向、角速度、头和脊椎倾斜以及播放器生成的其他数据进行监测和保存,而任务完成则通过解决反动动学算法来计算,这种算法可以调整血管上部的肢体连接。运动上层的不同值提供了模糊输入,从而确定了直径输出,并用于产生适当的随后康复游戏水平。因此,该系统可以提供个人化的、自主性、自主的悬浮式修复方案以及播放器产生的其他数据,从而对具有神经肌肉性血管发育障碍的病人进行更好的临床分析。