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AD-CS,AJ-BME,AF-CS,RK-CS
Neurorehab: An Interface for Rehabilitation
Atul Dhingra, Adeboye A. Adejare Jr, Adam Fendler,
Roopeswar Kommalapati
December 22, 2015
CS-674(443):Integration of Brain and Computer Sciences
Advisors: Konstantinos Michmizos, Mubbasir Kapadia
1
Abstract
About 1 in 10 of the world population is affected by a disability in some
form, amongst whom only 3 in 10 perform the recommended reahab tasks
assigned without intervention. We are working on developing an interface
to motivate and effectively encourage people. In our work, we leverage the
fact that repetitive exercises can help people with motor disabilities due to
the robust plasticity of the motor cortex. We investigate the role of repet-
itive activities for neurorehabilitation with the help of a non-invasive brain
computer interface, formulated using immersive game design with Kinect
v2.0 and Unity 3D. We also introduce a game design paradigm for dynamic
difficulty adjustment for the patients.
AD,AJ,AF,RK
1 Introduction
Everyday tasks such as moving dishes comes naturally for those with regular
human movement coordination as their movement goals and hand coordi-
nation align with little interference. For the people affected by motor and
neurological disorders, the hand movements may not coordinate with the
desired outcome for the task. Scenarios such as sudden hand tremors, or
increased movement time between each action may indicate an irregularity
of the motor control of the person. To improve coordination, these patients
go to rehabilitation centers to practice proper techniques in areas such a
grabbing and movement. These methods usually rely on physical therapists
doing the physical movements while the patients coordinates the movements.
These efforts are not effective, physically exhausting for physical rehabilita-
tion patients, and may not fully improve the patients coordination to either
pre-injury status or regular human function pending on if condition is born
or acquired. A recent movement to improve health is to integrate it with se-
rious games, in the hopes of returning and improving the state of the patient
using the game.
There has been a push for serious game development in health. Skip
Rizzo and Pair developed a game to treat Post Traumatic Stress Disorder in
soldiers[6] Graafland, Schraagen, Schijven discovered multiple serious games
that aided in improving surgical skills for doctors [5]. These areas improved
the uses in their respectively category, because of these improvements many
new application areas opened. One area that this push recently entered is
rehabilitation.
A myriad of serious games for rehabilitation have came throughout the
years. Burke’s group developed a method of using the Nintendo Wii interface
to create a serious game rehabilitating stroke patients [7] Sucar’s group also
developed their own platform that used multiple interfaces such as a pressure
sensitive marker system and a grip glove controller to work on improving
rehabilitation efforts.[8] While these methods helped rehabilitate patients, a
better approach could come from using a different approach that does not
require markers to measure movement.
We want to improve the rehabilitation serious game efforts by developing
a serious game that will quantify movement. While visual qualification varies
between each tasks, we lack in numerical quantification of said hampered
movements juxtaposed to routine movements. Having a marker tracking sys-
tem such as from Burke and Sucar propagates this numerical quantification
by having an intermediary interface between the user and the game. With
these issues in mind, how do we numerically quantify these irregularities,
especially in regards to rehabilitation of a patient? Creating an interactive
AD,AJ,AF,RK
simulation that provides an analogous setting to a normal household task
with a marker-less tracking system , we can begin to quantify said irreg-
ularities in the context of rehabilitation efforts. The paper discusses about
prior works and motivations in section 2. We talk about the various methods
available in section 3, and about the experimental details in section 4. We
briefly talk about the interface design and relevant material in the appendix.
A sequence of hand gesture is one of the most inherent features of human-
human interaction[1] used to interact with objects in their environment. The
brain coordinates the position of the arm in 3D-space in relation to the ob-
ject of interest. In order to interact with the object, the hand must perform
a grabbing motion. This is achieved by the brain relaying a series of inputs
for the hand movement via action potentials to move an object from one
position to another.
2 Prior Works and Motivations
Motor disabilities cause limitation in the fine motor skills, strength and
range of motion[2]. This inhibits the diurnal activities of the patients and
has a negative impact on the patients. It is seen that repetitive exercises
can help people with motor disability[2]. This ensues the role of physio-
therapists to assist the patients in these tasks.But due to lack of motiva-
tion only 31% of the people perform the recommended exercises (Shaugh-
nessy,Resnick,&Macko,2006). One way to remedy this is to engage the pa-
tients using one-to-one interaction with the physiotherapists, but this option
is not economical in general. This results in further atrophy of muscles and
insufficient muscle endurance. To remedy such a situation, Kleim et al (‘03)
suggest that occupational therapy can sufficiently simulate brain to remodel
itself[2]. This allows the patients to have a better motor control. This moti-
vated to identify motivating and effective methods for encouraging patients
suffering from motor disabilities.
The rise of sensors and computing technologies for making the rehabil-
itation process more intuitive enabled to eliminate the reliance on trained
Physiotherapists and the human error introduced along with. The two main
families of sensors used for human motion capture for rehabilitation are are
optoelectronics and nonoptoelectronics[4]. The first set contains the sen-
sors that are marker-based system, i.e they require some of the parts to be
affixed/controlled by the user in order to record the response for physiother-
AD,AJ,AF,RK
apy. These include inertial sensors, magnetic sensors, wearable sensors, and
mechanical sensors. For instance Anguera et al[3] used Joystick to inter-
act with the 3-D custom-game, NeuroRacer. This kind of a framework can
cause inconvenience to the user apart from the fact that it requires special
infrastructure to set up such as designated areas of operations. The latter
set consists primarily of methods that use marker-less system including Skin
color based tracking, depth based tracking etc. It enables the users to interact
using natural gestures, as in the case of Kinerehab[2]. This not only creates
a more immersive environment for the patients, but it also helps to track
the progress that can be gauged for accuracy by medical professionals. This
motivated us to work towards our project. For now we are focusing our at-
tention towards children, as only a few traditional physiotherapy techniques
exist that are designed keeping in mind their needs. We have developed a
brain computer interface to aid neuro-rehabilation using Kinect and Unity
3D. This also provides an interface that can be used for assessing performance
measure.
3 Methods
For our work, we used the Microsoft Kinect, a depth-sensing motion camera
capture device which uses both a RGB camera as well as a laser to detect and
process coordinates. The laser in the Kinect acquires the depth information
of the user, using it to process a person’s forward and backwards movement
in relation to the Kinect. Through the use of the Kinect, the game software
can track a person’s movement and give us a model of a person’s actions
when playing the game.
The Kinect was essential in allowing us to create a markerless, gamefied
system for rehabilitation. There are many advantages afforded by marker-
less systems when compared to marker-based systems. They allow patients
to feel a lower degree of social stigma, which may otherwise negatively affect
rehabilitation. They are also cheaper in general, and can be re-purposed or
constructed by modifying and reprogramming other technology. While there
is a decrease in accuracy as the lack of markers allow a greater degree of er-
ror propagation to occur, for the purpose of upper body rehabilitation, this
difference is negligible.
The Kinect offers a fairly low level of error propagation, and can track
targets between 0.5 to 5 meters away. Its random error accuracy ranges from
a few millimetres of error at 0.5m to 4cm of error at 5m. It also has a sam-
AD,AJ,AF,RK
pling frequency of approximately 30 frames per second. This is sufficient for
the purpose of recording body movement for the game.
The Unity Game engine provides a suite of development tools for game
creation. For this game, we used multiple free libraries provided by Unity
and other third parties in order to establish the basic environment settings.
These included the Kinect Free Software Development Kit and the Raw Mo-
cap Data for Mecanim library. We also utilized the MS-Kinect API and the
Final Inverse-Kinematics library available for use in the Unity Asset Store
to help establish the parameters and setup variables needed in the project.
The module of the Unity Game Engine used was Unity 5 3-D, the version
of Unity which supports the creation of 3-dimensional games. The Kinect
Free SDK was essential in providing the ability to integrate the Kinect hard-
ware with the Unity Game Engine, and provided commands to interact with
the raw Kinect data. We were able to import and map the Kinect inputs to
an avatar via the Raw Mocap Data library, as well as create the animations
to get the avatar moving. In addition, the MS-Kinect API provided gesture
support, and was helpful in establishing the grabbing gesture necessary to
move the target.
Finally, the Final Inverse-Kinematics library was one of the essential APIs
used. It allowed the skeleton and joint structure of the avatar to be oriented
towards the target ball, making it possible for the posture of the hand to
dynamically change corresponding to the location of the ball. This increased
the realism and accuracy of the model of the hand for the game.
4 Experiment
The objective of this experiment is to understand how the brain behaves in
regard to a person in rehabilitation completing a task of grabbing and mov-
ing an object. Furthermore, we want to discern the traits between someone
rehabilitating from an impairment in comparison to a person currently not
rehabilitating. To find out these traits, we want to take an approach that
can record the information of doing the task, while allowing us to observe
with as little obstruction as possible. Having these conditions will allow us to
see how the brain achieves these goals in a relaxed state. Looking at current
technology, a method to achieve these goals is through sensors; one particular
sensor that can show us these states is the Microsoft Kinect.
AD,AJ,AF,RK
For this project, we will focus on a person’s right arm for tracking. Cul-
turally, the right hand is used for most interactions and daily tasks. The
right hand is also, for a significant part of of the population, the dominant
hand used for handwriting and other motor tasks. Using the right hand, we
can concentrate on getting the information for a small sample state while
prototyping for the future.
For the environment, we wanted to emulate natural home settings for the
player moving objects. Thus, constructing a table gives the player a frame
of reference as to how the object should naturally move in space and adds
a sense of realism for the task. Using the table also provides a coordinate
reference for the object in relationship to the scene, showing where an error
would occur if the object dropped unexpectedly.
The object of the game requires users to move a ball to the target goal.
The ball will first need to be grabbed and then moved in space to the desired
area. From the desired area the ball would drop from the user’s command,
having it hit the target. The user would repeat this motion multiple times
throughout the game until reaching the allocated repetition time. This goal
would then reduce in size and the person would go through the same mo-
tion again; however, should the user miss the goal repeatedly, the goal target
would increase in size, allowing for an adaptive game difficulty.
Performing the task, the user would have two states once the ball is
grabbed. If the task is completed successfully, a user would get a visual cue
of ”Success” as well as an auditory cue to confirm the successful drop into
the target area. If the the task was unsuccessful, a visual cue of ”Try Again”
would emerge, along with an auditory cue that would play, attempting to
coax the user to try again using the correct method to pick up and drop the
ball in its correct place.
Reducing the goal size, we want to improve on the precision and accuracy
of the player’s movement. By seeing if they can drop the ball correctly on
the target’s area, we can obtain the accuracy of the movement. Observing
the repetition for the movement and the general area in which the player
places the ball we can measure the precision of the player’s movements.
AD,AJ,AF,RK
5 Conclusions and Future Works
We developed a rehabilitation simulation directed for children and young
adults. We have therefore focused our attention to positive feedback for the
system. This system can be easily extrapolated to rehabilitation of adults,
which opens other avenues of feedback in form of haptics(negative feedback).
In future we would like to inspect data from the system so as to provide a
module for the patients to track their progress.
6 Acknowledgment
We would like to thank our advisors Konstantinos Michmizos and Mubbasir
Kapadia for the invaluable input during the project, Kostas Bekris (CBIM)
for providing us with the Kinect v2.0 for the implementation of our interface
for rehabilitation. We thank Rumen Filkov and Hai Xuan Pham for technical
support.
7 Appendix
The game menu design has 3 options, namely to start the game, load the
saved data, and delete the saved data. The game itself was designed around
a table containing a ball, and a target circle. The avatar stands in front of
the table, and the current score is shown in the top-right corner.
7.1 Interface Design
AD,AJ,AF,RK
7.2 Code Implementation
The project was implemented using C# language. The code is available at
https://github.com/dhingratul/Neurorehabilitation-Gamification
References
[1] Atul Dhingra, Kumar Vishal, ”Wielding Audio-Books for Visually Im-
paired Using Gesture Recognition”, International Journal Of Advanced
Research Trends In Engineering And Technology; 2(5), pp. 64-68, 2015
[2] Chang, Y.J.; Chen, S.F.; Huang, J.D. A Kinect-based system for physical
rehabilitation: A pilot study for young adults with motor disabilities. Res.
Dev. Disabil 2011, 32, 2566–2570
[3] Anguera et al (2013), Video game training enhances cognitive control in
older adults. Nature, 501, 97-101.
[4] H.M. Hondori, M. Khademi, A review on technical and clinical impact of
Microsoft Kinect on physical therapy and rehabilitation J. Biomed. Eng.
(2014), pp. P1–P16 http://dx.doi.org/10.1155/2014/846514 Article ID
846514
[5] Graafland, M., J. M. Schraagen, and M. P. Schijven. ”Systematic Review
of Serious Games for Medical Education and Surgical Skills Training.”
British Journal of Surgery 99.10 (2012): 1322-330. Print.
AD,AJ,AF,RK
[6] Macedonia, Mike. ”Virtual Worlds: A New Reality for Treating Post-
Traumatic Stress Disorder.” IEEE Comput. Grap. Appl. IEEE Computer
Graphics and Applications 29.1 (2009): 86-88. Print.
[7] Burke, James William, Michael Mcneill, Darryl Charles, Philip Morrow,
Jacqui Crosbie, and Suzanne Mcdonough. ”Serious Games for Upper
Limb Rehabilitation Following Stroke.” 2009 Conference in Games and
Virtual Worlds for Serious Applications (2009): 103-10. Print.
[8] Sucar, Luis Enrique, Felipe Orihuela-Espina, Roger Luis Velazquez,
David J. Reinkensmeyer, Ronald Leder, and Jorge Hernandez-Franco.
”Gesture Therapy: An Upper Limb Virtual Reality-Based Motor Re-
habilitation Platform.” IEEE Trans. Neural Syst. Rehabil. Eng. IEEE
Transactions on Neural Systems and Rehabilitation Engineering 22.3
(2014): 634-43. Print.
AD,AJ,AF,RK

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Neurorehab Interface for Rehabilitation

  • 1. AD-CS,AJ-BME,AF-CS,RK-CS Neurorehab: An Interface for Rehabilitation Atul Dhingra, Adeboye A. Adejare Jr, Adam Fendler, Roopeswar Kommalapati December 22, 2015 CS-674(443):Integration of Brain and Computer Sciences Advisors: Konstantinos Michmizos, Mubbasir Kapadia 1
  • 2.
  • 3. Abstract About 1 in 10 of the world population is affected by a disability in some form, amongst whom only 3 in 10 perform the recommended reahab tasks assigned without intervention. We are working on developing an interface to motivate and effectively encourage people. In our work, we leverage the fact that repetitive exercises can help people with motor disabilities due to the robust plasticity of the motor cortex. We investigate the role of repet- itive activities for neurorehabilitation with the help of a non-invasive brain computer interface, formulated using immersive game design with Kinect v2.0 and Unity 3D. We also introduce a game design paradigm for dynamic difficulty adjustment for the patients. AD,AJ,AF,RK
  • 4. 1 Introduction Everyday tasks such as moving dishes comes naturally for those with regular human movement coordination as their movement goals and hand coordi- nation align with little interference. For the people affected by motor and neurological disorders, the hand movements may not coordinate with the desired outcome for the task. Scenarios such as sudden hand tremors, or increased movement time between each action may indicate an irregularity of the motor control of the person. To improve coordination, these patients go to rehabilitation centers to practice proper techniques in areas such a grabbing and movement. These methods usually rely on physical therapists doing the physical movements while the patients coordinates the movements. These efforts are not effective, physically exhausting for physical rehabilita- tion patients, and may not fully improve the patients coordination to either pre-injury status or regular human function pending on if condition is born or acquired. A recent movement to improve health is to integrate it with se- rious games, in the hopes of returning and improving the state of the patient using the game. There has been a push for serious game development in health. Skip Rizzo and Pair developed a game to treat Post Traumatic Stress Disorder in soldiers[6] Graafland, Schraagen, Schijven discovered multiple serious games that aided in improving surgical skills for doctors [5]. These areas improved the uses in their respectively category, because of these improvements many new application areas opened. One area that this push recently entered is rehabilitation. A myriad of serious games for rehabilitation have came throughout the years. Burke’s group developed a method of using the Nintendo Wii interface to create a serious game rehabilitating stroke patients [7] Sucar’s group also developed their own platform that used multiple interfaces such as a pressure sensitive marker system and a grip glove controller to work on improving rehabilitation efforts.[8] While these methods helped rehabilitate patients, a better approach could come from using a different approach that does not require markers to measure movement. We want to improve the rehabilitation serious game efforts by developing a serious game that will quantify movement. While visual qualification varies between each tasks, we lack in numerical quantification of said hampered movements juxtaposed to routine movements. Having a marker tracking sys- tem such as from Burke and Sucar propagates this numerical quantification by having an intermediary interface between the user and the game. With these issues in mind, how do we numerically quantify these irregularities, especially in regards to rehabilitation of a patient? Creating an interactive AD,AJ,AF,RK
  • 5. simulation that provides an analogous setting to a normal household task with a marker-less tracking system , we can begin to quantify said irreg- ularities in the context of rehabilitation efforts. The paper discusses about prior works and motivations in section 2. We talk about the various methods available in section 3, and about the experimental details in section 4. We briefly talk about the interface design and relevant material in the appendix. A sequence of hand gesture is one of the most inherent features of human- human interaction[1] used to interact with objects in their environment. The brain coordinates the position of the arm in 3D-space in relation to the ob- ject of interest. In order to interact with the object, the hand must perform a grabbing motion. This is achieved by the brain relaying a series of inputs for the hand movement via action potentials to move an object from one position to another. 2 Prior Works and Motivations Motor disabilities cause limitation in the fine motor skills, strength and range of motion[2]. This inhibits the diurnal activities of the patients and has a negative impact on the patients. It is seen that repetitive exercises can help people with motor disability[2]. This ensues the role of physio- therapists to assist the patients in these tasks.But due to lack of motiva- tion only 31% of the people perform the recommended exercises (Shaugh- nessy,Resnick,&Macko,2006). One way to remedy this is to engage the pa- tients using one-to-one interaction with the physiotherapists, but this option is not economical in general. This results in further atrophy of muscles and insufficient muscle endurance. To remedy such a situation, Kleim et al (‘03) suggest that occupational therapy can sufficiently simulate brain to remodel itself[2]. This allows the patients to have a better motor control. This moti- vated to identify motivating and effective methods for encouraging patients suffering from motor disabilities. The rise of sensors and computing technologies for making the rehabil- itation process more intuitive enabled to eliminate the reliance on trained Physiotherapists and the human error introduced along with. The two main families of sensors used for human motion capture for rehabilitation are are optoelectronics and nonoptoelectronics[4]. The first set contains the sen- sors that are marker-based system, i.e they require some of the parts to be affixed/controlled by the user in order to record the response for physiother- AD,AJ,AF,RK
  • 6. apy. These include inertial sensors, magnetic sensors, wearable sensors, and mechanical sensors. For instance Anguera et al[3] used Joystick to inter- act with the 3-D custom-game, NeuroRacer. This kind of a framework can cause inconvenience to the user apart from the fact that it requires special infrastructure to set up such as designated areas of operations. The latter set consists primarily of methods that use marker-less system including Skin color based tracking, depth based tracking etc. It enables the users to interact using natural gestures, as in the case of Kinerehab[2]. This not only creates a more immersive environment for the patients, but it also helps to track the progress that can be gauged for accuracy by medical professionals. This motivated us to work towards our project. For now we are focusing our at- tention towards children, as only a few traditional physiotherapy techniques exist that are designed keeping in mind their needs. We have developed a brain computer interface to aid neuro-rehabilation using Kinect and Unity 3D. This also provides an interface that can be used for assessing performance measure. 3 Methods For our work, we used the Microsoft Kinect, a depth-sensing motion camera capture device which uses both a RGB camera as well as a laser to detect and process coordinates. The laser in the Kinect acquires the depth information of the user, using it to process a person’s forward and backwards movement in relation to the Kinect. Through the use of the Kinect, the game software can track a person’s movement and give us a model of a person’s actions when playing the game. The Kinect was essential in allowing us to create a markerless, gamefied system for rehabilitation. There are many advantages afforded by marker- less systems when compared to marker-based systems. They allow patients to feel a lower degree of social stigma, which may otherwise negatively affect rehabilitation. They are also cheaper in general, and can be re-purposed or constructed by modifying and reprogramming other technology. While there is a decrease in accuracy as the lack of markers allow a greater degree of er- ror propagation to occur, for the purpose of upper body rehabilitation, this difference is negligible. The Kinect offers a fairly low level of error propagation, and can track targets between 0.5 to 5 meters away. Its random error accuracy ranges from a few millimetres of error at 0.5m to 4cm of error at 5m. It also has a sam- AD,AJ,AF,RK
  • 7. pling frequency of approximately 30 frames per second. This is sufficient for the purpose of recording body movement for the game. The Unity Game engine provides a suite of development tools for game creation. For this game, we used multiple free libraries provided by Unity and other third parties in order to establish the basic environment settings. These included the Kinect Free Software Development Kit and the Raw Mo- cap Data for Mecanim library. We also utilized the MS-Kinect API and the Final Inverse-Kinematics library available for use in the Unity Asset Store to help establish the parameters and setup variables needed in the project. The module of the Unity Game Engine used was Unity 5 3-D, the version of Unity which supports the creation of 3-dimensional games. The Kinect Free SDK was essential in providing the ability to integrate the Kinect hard- ware with the Unity Game Engine, and provided commands to interact with the raw Kinect data. We were able to import and map the Kinect inputs to an avatar via the Raw Mocap Data library, as well as create the animations to get the avatar moving. In addition, the MS-Kinect API provided gesture support, and was helpful in establishing the grabbing gesture necessary to move the target. Finally, the Final Inverse-Kinematics library was one of the essential APIs used. It allowed the skeleton and joint structure of the avatar to be oriented towards the target ball, making it possible for the posture of the hand to dynamically change corresponding to the location of the ball. This increased the realism and accuracy of the model of the hand for the game. 4 Experiment The objective of this experiment is to understand how the brain behaves in regard to a person in rehabilitation completing a task of grabbing and mov- ing an object. Furthermore, we want to discern the traits between someone rehabilitating from an impairment in comparison to a person currently not rehabilitating. To find out these traits, we want to take an approach that can record the information of doing the task, while allowing us to observe with as little obstruction as possible. Having these conditions will allow us to see how the brain achieves these goals in a relaxed state. Looking at current technology, a method to achieve these goals is through sensors; one particular sensor that can show us these states is the Microsoft Kinect. AD,AJ,AF,RK
  • 8. For this project, we will focus on a person’s right arm for tracking. Cul- turally, the right hand is used for most interactions and daily tasks. The right hand is also, for a significant part of of the population, the dominant hand used for handwriting and other motor tasks. Using the right hand, we can concentrate on getting the information for a small sample state while prototyping for the future. For the environment, we wanted to emulate natural home settings for the player moving objects. Thus, constructing a table gives the player a frame of reference as to how the object should naturally move in space and adds a sense of realism for the task. Using the table also provides a coordinate reference for the object in relationship to the scene, showing where an error would occur if the object dropped unexpectedly. The object of the game requires users to move a ball to the target goal. The ball will first need to be grabbed and then moved in space to the desired area. From the desired area the ball would drop from the user’s command, having it hit the target. The user would repeat this motion multiple times throughout the game until reaching the allocated repetition time. This goal would then reduce in size and the person would go through the same mo- tion again; however, should the user miss the goal repeatedly, the goal target would increase in size, allowing for an adaptive game difficulty. Performing the task, the user would have two states once the ball is grabbed. If the task is completed successfully, a user would get a visual cue of ”Success” as well as an auditory cue to confirm the successful drop into the target area. If the the task was unsuccessful, a visual cue of ”Try Again” would emerge, along with an auditory cue that would play, attempting to coax the user to try again using the correct method to pick up and drop the ball in its correct place. Reducing the goal size, we want to improve on the precision and accuracy of the player’s movement. By seeing if they can drop the ball correctly on the target’s area, we can obtain the accuracy of the movement. Observing the repetition for the movement and the general area in which the player places the ball we can measure the precision of the player’s movements. AD,AJ,AF,RK
  • 9. 5 Conclusions and Future Works We developed a rehabilitation simulation directed for children and young adults. We have therefore focused our attention to positive feedback for the system. This system can be easily extrapolated to rehabilitation of adults, which opens other avenues of feedback in form of haptics(negative feedback). In future we would like to inspect data from the system so as to provide a module for the patients to track their progress. 6 Acknowledgment We would like to thank our advisors Konstantinos Michmizos and Mubbasir Kapadia for the invaluable input during the project, Kostas Bekris (CBIM) for providing us with the Kinect v2.0 for the implementation of our interface for rehabilitation. We thank Rumen Filkov and Hai Xuan Pham for technical support. 7 Appendix The game menu design has 3 options, namely to start the game, load the saved data, and delete the saved data. The game itself was designed around a table containing a ball, and a target circle. The avatar stands in front of the table, and the current score is shown in the top-right corner. 7.1 Interface Design AD,AJ,AF,RK
  • 10. 7.2 Code Implementation The project was implemented using C# language. The code is available at https://github.com/dhingratul/Neurorehabilitation-Gamification References [1] Atul Dhingra, Kumar Vishal, ”Wielding Audio-Books for Visually Im- paired Using Gesture Recognition”, International Journal Of Advanced Research Trends In Engineering And Technology; 2(5), pp. 64-68, 2015 [2] Chang, Y.J.; Chen, S.F.; Huang, J.D. A Kinect-based system for physical rehabilitation: A pilot study for young adults with motor disabilities. Res. Dev. Disabil 2011, 32, 2566–2570 [3] Anguera et al (2013), Video game training enhances cognitive control in older adults. Nature, 501, 97-101. [4] H.M. Hondori, M. Khademi, A review on technical and clinical impact of Microsoft Kinect on physical therapy and rehabilitation J. Biomed. Eng. (2014), pp. P1–P16 http://dx.doi.org/10.1155/2014/846514 Article ID 846514 [5] Graafland, M., J. M. Schraagen, and M. P. Schijven. ”Systematic Review of Serious Games for Medical Education and Surgical Skills Training.” British Journal of Surgery 99.10 (2012): 1322-330. Print. AD,AJ,AF,RK
  • 11. [6] Macedonia, Mike. ”Virtual Worlds: A New Reality for Treating Post- Traumatic Stress Disorder.” IEEE Comput. Grap. Appl. IEEE Computer Graphics and Applications 29.1 (2009): 86-88. Print. [7] Burke, James William, Michael Mcneill, Darryl Charles, Philip Morrow, Jacqui Crosbie, and Suzanne Mcdonough. ”Serious Games for Upper Limb Rehabilitation Following Stroke.” 2009 Conference in Games and Virtual Worlds for Serious Applications (2009): 103-10. Print. [8] Sucar, Luis Enrique, Felipe Orihuela-Espina, Roger Luis Velazquez, David J. Reinkensmeyer, Ronald Leder, and Jorge Hernandez-Franco. ”Gesture Therapy: An Upper Limb Virtual Reality-Based Motor Re- habilitation Platform.” IEEE Trans. Neural Syst. Rehabil. Eng. IEEE Transactions on Neural Systems and Rehabilitation Engineering 22.3 (2014): 634-43. Print. AD,AJ,AF,RK