Dunne Alan, Do-Lenh Son, O' Laighin Gearoid, Shen Chia, Bonato Paolo
Bioelectronics Research Cluster, National Centre for Biomedical Engineering Science at the National University of Ireland, Galway, Ireland.
Annu Int Conf IEEE Eng Med Biol Soc. 2010;2010:1751-4. doi: 10.1109/IEMBS.2010.5626724.
Cerebral palsy is a non-progressive neurological disorder caused by disturbances to the developing brain. Physical and occupational therapy, if started at a young age, can help minimizing complications such as joint contractures, and can improve limb range of motion and coordination. While current forms of therapy for children with cerebral palsy are effective in minimizing symptoms, many children find them boring or repetitive. We have designed a system for use in upper-extremity rehabilitation sessions, making use of a multitouch display. The system allows children to be engaged in interactive gaming scenarios, while intensively performing desired exercises. It supports games which require completion of specific stretching or coordination exercises using one or both hands, as well as games which use physical, or "tangible" input mechanisms. To encourage correct posture during therapeutic exercises, we use a wireless kinematic sensor, worn on the patient's trunk, as a feedback channel for the games. The system went through several phases of design, incorporating input from observations of therapy and clinical sessions, as well as feedback from medical professionals. This paper describes the hardware platform, presents the design objectives derived from our iterative design phases and meetings with clinical personnel, discusses our current game designs and identifies areas of future work.
脑瘫是一种由发育中的大脑受到干扰引起的非进行性神经障碍。如果在幼年时就开始进行物理治疗和职业治疗,有助于将诸如关节挛缩等并发症降至最低,并能改善肢体活动范围和协调性。虽然目前针对脑瘫儿童的治疗方法在减轻症状方面很有效,但许多孩子觉得这些治疗枯燥或重复。我们设计了一种用于上肢康复训练的系统,利用了多点触控显示屏。该系统能让孩子们参与互动游戏场景,同时密集地进行所需的训练。它支持需要用一只手或双手完成特定伸展或协调训练的游戏,以及使用物理或“有形”输入机制的游戏。为了在治疗训练中鼓励正确的姿势,我们使用一个佩戴在患者躯干上的无线运动传感器,作为游戏的反馈通道。该系统经历了几个设计阶段,纳入了从治疗观察和临床训练中获得的意见,以及医学专业人员的反馈。本文描述了硬件平台,介绍了从我们的迭代设计阶段以及与临床人员的会议中得出的设计目标,讨论了我们目前的游戏设计,并确定了未来工作的领域。