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Computer-Aided and Game-Based Telerehabilitation and Telemonitoring Platforms

A special issue of Sensors (ISSN 1424-8220). This special issue belongs to the section "Biomedical Sensors".

Deadline for manuscript submissions: closed (1 February 2022) | Viewed by 14149

Special Issue Editors


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Guest Editor
College of Rehabilitation Sciences, Department of Physical Therapy, University of Manitoba, Winnipeg, MB R3E 0T6, Canada
Interests: technology-assisted rehabilitation; telerehabilitation; applications of miniature wireless plug-n-play computer input devices; interactive digital media

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Guest Editor
Department of Mechanical Engineering, University of Manitoba, Winnipeg, MB R3T 5V6, Canada
Interests: mechatronics; design of Robotic devices; smart rehabilitation manipulandum devices; game-based therapy of manual dexterity

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Guest Editor
College of Physiotherapy, S.D.M University, Dharwad, India
Interests: rehabilitation of children with neurodevelopmental disorders; motor dysfunctions; affordable innovative game-based therapeutic approaches

Special Issue Information

Dear Colleagues,

Telerehabilitation has long been recognized as a necessary part of the neurorehab process. With the added pressure due to the COVID pandemic, there is more reason to develop cost-effective systems for safe neurorehab programs that can be done remotely (i.e., in-home or in rural communities) and, importantly, monitored by clinician specialists (telemonitoring). Regular clinical-support of home and rural programs with protocols that can be easily updated will help create better-targeted and personalized solutions for patients and achieve the desired training effect. In addition to increasing accessibility, there is a need to improve compliance of exercise regimes over the entire population, ranging from children to elderly patients. An emerging approach to engage patients in therapy is to incorporate computer games in which a range of learning elements with interactive motor and cognitive challenges help individuals to participate in motor activities and the practice of repetitive tasks.

The collection will highlight the range of technologies (sensors, digital media, intelligent agents) used and emerging best practices regarding their specifications, acceptability/usability, engagement and therapeutic effects.

Prof. Dr. Tony Szturm
Prof. Dr. Nariman Sepehri
Dr. Sanjay T. Parmar
Guest Editors

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Keywords

  • Telerehabilitation
  • Telemonitoring
  • Game-based therapy

Published Papers (3 papers)

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Research

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15 pages, 4443 KiB  
Article
Game-Based Dual-Task Exercise Program for Children with Cerebral Palsy: Blending Balance, Visuomotor and Cognitive Training: Feasibility Randomized Control Trial
by Tony Szturm, Sanjay Tejraj Parmar, Kavisha Mehta, Deepthi R. Shetty, Anuprita Kanitkar, Rasit Eskicioglu and Neha Gaonkar
Sensors 2022, 22(3), 761; https://doi.org/10.3390/s22030761 - 19 Jan 2022
Cited by 9 | Viewed by 6781
Abstract
The objective of this exploratory randomized controlled trial (RCT) was to provide evidence for the feasibility and therapeutic value of a novel game-based dual-task balance exercise program in children with cerebral palsy (CP). Twenty children with CP were recruited and randomized into two [...] Read more.
The objective of this exploratory randomized controlled trial (RCT) was to provide evidence for the feasibility and therapeutic value of a novel game-based dual-task balance exercise program in children with cerebral palsy (CP). Twenty children with CP were recruited and randomized into two groups: (a) the conventional balance training group (CG) and (b) the experimental group (XG), which received a game-based dual-task (DT) balance exercise program. Both groups received their respective therapy programs for 12 weeks at a frequency of three sessions per week. Semi-structured interviews with the parents and children and qualitative analysis were conducted to evaluate the children’s experiences with the game-based exercise program. The quantitative analysis included (a) the Pediatric Balance Scale (PBS), (b) Gross Motor Function Measure-88 (GMFM-88), and (c) computerized measures of standing balance performance during various dual-task conditions. Compliance was 100% for all 20 participants. Four themes captured the range of each participant’s experiences and opinions: (a) reasons for participation, (b) likes and dislikes with the technologies, (c) positive effects of the program, and (d) future expectations. Children in the XG demonstrated greater improvements in PBS, GMFM, and DT balance measures as compared to children in the CG. The findings demonstrate feasible trial procedures and acceptable DT-oriented training with a high compliance rate and positive outcomes. These findings support further research and development and progression to the next phase of a full-scale RCT to evaluate the clinical effectiveness of the game-based DT balance exercise program for children with CP. Full article
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16 pages, 1904 KiB  
Article
Computer Game-Based Telerehabilitation Platform Targeting Manual Dexterity: Exercise Is Fun. “You Are Kidding—Right?”
by Sanjay Tejraj Parmar, Anuprita Kanitkar, Nariman Sepehri, Satish Bhairannawar and Tony Szturm
Sensors 2021, 21(17), 5766; https://doi.org/10.3390/s21175766 - 27 Aug 2021
Cited by 2 | Viewed by 3069
Abstract
There is a need for innovation to improve the engagement and accessibility of rehabilitation programs for children and adults with upper extremity motor impairments due to neurodevelopmental disorders, acquired brain injuries, or spinal cord injuries. For this purpose, a computer game-based telerehabilitation platform [...] Read more.
There is a need for innovation to improve the engagement and accessibility of rehabilitation programs for children and adults with upper extremity motor impairments due to neurodevelopmental disorders, acquired brain injuries, or spinal cord injuries. For this purpose, a computer game-based telerehabilitation platform (GTP) was developed to address this need. Through the application of a miniature inertial-based computer mouse and the wide variety of commercial computer games, the developed GTP can provide engaging task-specific exercises for the rehabilitation of manual dexterity (object handling and manipulation). A purpose-built repetitive task practice software (RTP) was also developed to gather event data and synchronize it with patient movements during gameplays. This provides automated monitoring and quantification of patients’ motor skills, while they practice a range of game-based exercises with their hand and/or arm. The GTP would initially be used in a supervised clinical setting followed by a transition to function at home and be monitored by clinician specialists. Clinical support for home and rural communities, with protocols that can be easily updated, will help increase accessibility to targeted and personalized solutions for patients and achieve the desired training effect. Full article
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13 pages, 4091 KiB  
Perspective
Combining Action Observation Treatment with a Brain–Computer Interface System: Perspectives on Neurorehabilitation
by Fabio Rossi, Federica Savi, Andrea Prestia, Andrea Mongardi, Danilo Demarchi and Giovanni Buccino
Sensors 2021, 21(24), 8504; https://doi.org/10.3390/s21248504 - 20 Dec 2021
Cited by 5 | Viewed by 3428
Abstract
Action observation treatment (AOT) exploits a neurophysiological mechanism, matching an observed action on the neural substrates where that action is motorically represented. This mechanism is also known as mirror mechanism. In a typical AOT session, one can distinguish an observation phase and an [...] Read more.
Action observation treatment (AOT) exploits a neurophysiological mechanism, matching an observed action on the neural substrates where that action is motorically represented. This mechanism is also known as mirror mechanism. In a typical AOT session, one can distinguish an observation phase and an execution phase. During the observation phase, the patient observes a daily action and soon after, during the execution phase, he/she is asked to perform the observed action at the best of his/her ability. Indeed, the execution phase may sometimes be difficult for those patients where motor impairment is severe. Although, in the current practice, the physiotherapist does not intervene on the quality of the execution phase, here, we propose a stimulation system based on neurophysiological parameters. This perspective article focuses on the possibility to combine AOT with a brain–computer interface system (BCI) that stimulates upper limb muscles, thus facilitating the execution of actions during a rehabilitation session. Combining a rehabilitation tool that is well-grounded in neurophysiology with a stimulation system, such as the one proposed, may improve the efficacy of AOT in the treatment of severe neurological patients, including stroke patients, Parkinson’s disease patients, and children with cerebral palsy. Full article
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