exergame
Individualised recovery trajectories of patients with impeded mobility, using distance between probability distributions of learnt graphs
Zhang, Chuqiao, Grosan, Crina, Chakrabarty, Dalia
Patients who are undergoing physical rehabilitation, benefit from feedback that follows from reliable assessment of their cumulative performance attained at a given time. In this paper, we provide a method for the learning of the recovery trajectory of an individual patient, as they undertake exercises as part of their physical therapy towards recovery of their loss of movement ability, following a critical illness. The difference between the Movement Recovery Scores (MRSs) attained by a patient, when undertaking a given exercise routine on successive instances, is given by a statistical distance/divergence between the (posterior) probabilities of random graphs that are Bayesianly learnt using time series data on locations of 20 of the patient's joints, recorded on an e-platform as the patient exercises. This allows for the computation of the MRS on every occasion the patient undertakes this exercise, using which, the recovery trajectory is drawn. We learn each graph as a Random Geometric Graph drawn in a probabilistic metric space, and identify the closed-form marginal posterior of any edge of the graph, given the correlation structure of the multivariate time series data on joint locations. On the basis of our recovery learning, we offer recommendations on the optimal exercise routines for patients with given level of mobility impairment.
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Using Capability Maps Tailored to Arm Range of Motion in VR Exergames for Rehabilitation
Lourido, Christian, Waghoo, Zaid, Wazir, Hassam Khan, Bhagat, Nishtha, Kapila, Vikram
Many neurological conditions, e.g., a stroke, can cause patients to experience upper limb (UL) motor impairments that hinder their daily activities. For such patients, while rehabilitation therapy is key for regaining autonomy and restoring mobility, its long-term nature entails ongoing time commitment and it is often not sufficiently engaging. Virtual reality (VR) can transform rehabilitation therapy into engaging game-like tasks that can be tailored to patient-specific activities, set goals, and provide rehabilitation assessment. Yet, most VR systems lack built-in methods to track progress over time and alter rehabilitation programs accordingly. We propose using arm kinematic modeling and capability maps to allow a VR system to understand a user's physical capability and limitation. Next, we suggest two use cases for the VR system to utilize the user's capability map for tailoring rehabilitation programs. Finally, for one use case, it is shown that the VR system can emphasize and assess the use of specific UL joints.
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Dynamic Difficulty Adjustment in Virtual Reality Exergames through Experience-driven Procedural Content Generation
Huber, Tobias, Mertes, Silvan, Rangelova, Stanislava, Flutura, Simon, André, Elisabeth
Virtual Reality (VR) games that feature physical activities have been shown to increase players' motivation to do physical exercise. However, for such exercises to have a positive healthcare effect, they have to be repeated several times a week. To maintain player motivation over longer periods of time, games often employ Dynamic Difficulty Adjustment (DDA) to adapt the game's challenge according to the player's capabilities. For exercise games, this is mostly done by tuning specific in-game parameters like the speed of objects. In this work, we propose to use experience-driven Procedural Content Generation for DDA in VR exercise games by procedurally generating levels that match the player's current capabilities. Not only finetuning specific parameters but creating completely new levels has the potential to decrease repetition over longer time periods and allows for the simultaneous adaptation of the cognitive and physical challenge of the exergame. As a proof-of-concept, we implement an initial prototype in which the player must traverse a maze that includes several exercise rooms, whereby the generation of the maze is realized by a neural network. Passing those exercise rooms requires the player to perform physical activities. To match the player's capabilities, we use Deep Reinforcement Learning to adjust the structure of the maze and to decide which exercise rooms to include in the maze. We evaluate our prototype in an exploratory user study utilizing both biodata and subjective questionnaires.
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