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The role of serious games in robot exoskeleton-assisted rehabilitation of stroke patients

Cornforth, David J., Koenig, Alexander, Riener, Robert, August, Katherine, Khandoker, Ahsan H., Karmakar, Chandan, Palaniswami, Marimuthu and Jelinek, Herbert F. 2015, The role of serious games in robot exoskeleton-assisted rehabilitation of stroke patients. In Loh, Christian Sebastian, Sehng, Yanyan and Ifenthaler, Dirk (ed), Serious games analytics: methodologies for performance measurement, assessment, and improvement, Springer International Publishing, Cham, Switzerland, pp.233-254, doi: 10.1007/978-3-319-05834-4_10.

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Title The role of serious games in robot exoskeleton-assisted rehabilitation of stroke patients
Author(s) Cornforth, David J.
Koenig, Alexander
Riener, Robert
August, Katherine
Khandoker, Ahsan H.
Karmakar, ChandanORCID iD for Karmakar, Chandan orcid.org/0000-0003-1814-0856
Palaniswami, Marimuthu
Jelinek, Herbert F.
Title of book Serious games analytics: methodologies for performance measurement, assessment, and improvement
Editor(s) Loh, Christian Sebastian
Sehng, Yanyan
Ifenthaler, Dirk
Publication date 2015
Series Advances in game-based learning
Chapter number 10
Total chapters 19
Start page 233
End page 254
Total pages 22
Publisher Springer International Publishing
Place of Publication Cham, Switzerland
Keyword(s) robot exoskeleton
stroke rehabilitation
physiological measurements
closed loop difficulty
Summary his chapter describes how serious games can be used to improve the rehabilitation of stroke patients. Determining ideal training conditions for rehabilitation is difficult, as no objective measures exist and the psychological state of patients during therapy is often neglected. What is missing is a way to vary the difficulty of the tasks during a therapy session in response to the patient needs, in order to adapt the training specifically to the individual. In this chapter, we describe such a method. A serious game is used to present challenges to the patient, including motor and cognitive tasks. The psychological state of the patient is inferred from measures computed from heart rate variability (HRV) as well as breathing frequency, skin conductance response, and skin temperature. Once the psychological state of the patient can be determined from these measures, it is possible to vary the tasks in real time by adjusting parameters of the game. The serious game aspect of the training allows the virtual environment to become adaptive in real time, leading to improved matching of the activity to the needs of the patient. This is likely to lead to improved training outcomes and has the potential to lead to faster and more complete recovery, as it enables training that is challenging yet does not overstress the patient.
ISBN 9783319058337
9783319058344
Language eng
DOI 10.1007/978-3-319-05834-4_10
Field of Research 090304 Medical Devices
090609 Signal Processing
Socio Economic Objective 970108 Expanding Knowledge in the Information and Computing Sciences
HERDC Research category B1.1 Book chapter
ERA Research output type B Book chapter
Copyright notice ©2015, Springer International Publishing
Persistent URL http://hdl.handle.net/10536/DRO/DU:30083947

Document type: Book Chapter
Collection: Centre for Pattern Recognition and Data Analytics
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