Mechanical Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel.
Software Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel.
Sci Rep. 2024 Jul 30;14(1):17675. doi: 10.1038/s41598-024-64514-6.
Musculoskeletal disorders challenge significantly the performance of many daily life activities, thus impacting the quality of life. The efficiency of the traditional physical therapy programs is limited by ecological parameters such as intervention duration and frequency, number of caregivers, geographic accessibility, as well as by subjective factors such as patient's motivation and perseverance in training. The implementation of VR rehabilitation systems may address these limitations, but the technology still needs to be improved and clinically validated. Furthermore, current applications generally lack flexibility and personalization. A VR rehabilitation game simulation is developed, which focuses on the upper-limb movement of reaching, an essential movement involved in numerous daily life activities. Its novelty consists in the integration of a machine learning algorithm, enabling highly adaptive and patient-customized therapeutic intervention. An immersive VR system for the rehabilitation of reaching movement using a bubble popping game is proposed. In the virtual space, the patient is presented with bubbles appearing at different locations and is asked to reach the bubble with the injured limb and pop it. The implementation of a Q-learning algorithm enables the game to adjust the location of the next bubble according to the performance of the patient, represented by his kinematic characteristics. Two test cases simulate the performance of the patient during a training program of 10 days/sessions, in order to validate the effectiveness of the algorithm, demonstrated by the spatial and temporal distribution of the bubbles in each evolving scenario. The results show that the algorithm learns the patient's capabilities and successfully adapts to them, following the reward policy dictated by the therapist; moreover, the algorithm is highly responsive to kinematic features' variation, while demanding a reasonable number of iterations. A novel approach for upper limb rehabilitation is presented, making use of immersive VR and reinforcement learning. The simulation suggests that the algorithm offers adaptive capabilities and high flexibility, needed in the comprehensive personalization of a rehabilitation process. Future work will demonstrate the concept in clinical trials.
肌肉骨骼疾病严重影响了许多日常生活活动的完成,从而降低了生活质量。传统物理治疗方案的效率受到生态参数的限制,如干预持续时间和频率、护理人员数量、地理位置可达性,以及患者在训练中的动机和坚持等主观因素。虚拟现实康复系统的实施可能会解决这些限制,但该技术仍需要改进和临床验证。此外,当前的应用程序通常缺乏灵活性和个性化。开发了一种虚拟现实康复游戏模拟,专注于上肢的伸手运动,这是参与许多日常生活活动的基本运动。其新颖之处在于集成了机器学习算法,能够实现高度自适应和患者定制的治疗干预。提出了一种使用泡泡爆破游戏进行上肢伸手运动康复的沉浸式虚拟现实系统。在虚拟空间中,向患者呈现出出现在不同位置的泡泡,并要求患者用受伤的肢体去够并戳破泡泡。通过实施 Q 学习算法,游戏可以根据患者的表现(表现为运动学特征)来调整下一个泡泡的位置。两个测试案例模拟了患者在 10 天/疗程的训练计划中的表现,以验证算法的有效性,通过每个演变场景中泡泡的时空分布来证明。结果表明,该算法学习了患者的能力并成功地适应了它们,遵循治疗师规定的奖励策略;此外,该算法对运动学特征变化具有高度响应性,同时需要合理的迭代次数。提出了一种利用沉浸式虚拟现实和强化学习进行上肢康复的新方法。该模拟表明,该算法提供了自适应能力和高度的灵活性,这是康复过程全面个性化所必需的。未来的工作将在临床试验中证明该概念。