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Sergi Bermúdez i Badia
Inv. Assist. Prof., Universidade da Madeira
Marie Curie Research Fellow, Madeira – ITI
sergi.bermudez@uma.pt
NeuroRehabLab
http://neurorehabilitation.m-iti.org
Universidade da Madeira / Madeira – ITI

Sergi Bermúdez i Badia
Mónica S. Camerião
Athanasios Vourvopoulos
Ana Lúcia dos Santos Faria

Quality of Life Technologies Center
http://www.cmu.edu/qolt
Carnegie Mellon University

Daniel P. Siewiorek

University of Pittsburgh
Department of Occupational Therapy

Scott Bleakley

Myomo Inc
http://www.myomo.com
SPECS - http://specs.upf.edu
Universitat Pompeu Fabra

Steve Kelly
Ela Lewis
Paul F.M.J. Verschure

PERCRO - http://www.percro.org
Scuola Superiore Sant'Anna
Hospital del Mar
Medicina Física i Rehabilitació

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia

Antonio Frisoli
Esther Duarte Oller
• Our approach (not necessarily the best one)
• The process for developing, designing and testing an
effective rehabilitation simulation
– Only Stroke
– Particular case of upper limb rehabilitation
– Not going to explain or justify the use of VR

• Metrics for simulated movement performance and
monitoring
• Personalization using the metrics
• Lessons learned from different studies
• Open source / game engines for rehabilitation
activities

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
1. The process for designing, developing and
testing an effective rehabilitation simulation
hypothesis
where
- Designing  defining
- Developing  formulating and implementing
- Testing  clinical validation

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Optimal rehabilitation
guidelines

VR and Serious Games

HCI

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Optimal rehabilitation
guidelines

Neuroscience

VR and Serious Games

HCI

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
1. Treatment frequency and intensity correlate with recovery
(Kwakkel et al., 2004; Sonoda, Saitoh, Nagai, Kawakita, & Kanada,
2004).
 deployment
2. Movement practice and repetition play a fundamental role in
recovery (Karni et al., 1995).
 simulated task / game mechanics
3. Specificity of rehabilitation training with respect to the deficits and
required functional outcomes has an impact on recovery (Krakauer
2006).
 Interface technology & personalization

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- The brain has the capability to reorganize
itself in such a way that alternate brain areas
take over other functions. The best way to
stimulate this reorganization is still under
discussion, and several approaches have been
proposed.
Dobkin, Nat ClinPractNeurol 2008

- Stroke rehabilitation should focus on
maximizing cortical reorganization.

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- VR can provide:
-

Fully controlled environments

-

Minimally supervised intensive
training

-

Task-specific movement reiteration

-

Individualized training

-

Feedback for reward and motivation

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- Mirror Neuron System: neurons that are
active both, during the execution of goaloriented movements and during the
observation of the same action performed
by others.1-3
- There is strong evidence of the existence
of a Mirror Neuron System (MNS) in the
human brain.3-5

1

Rizzolatti & Fabbri-Destro, Exp Brain Res 2010

di Pellegrino et al., Exp Brain Res 1992; 2Gallese et al., Brain 1996; 3Rizzolatti & Fabbri-Destro, Exp Brain Res 2010;
4
Iacoboni et al., Science 1999; 5Buccino et al., Eur J Neurosci 2001
ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- VR can provide:
-

Fully controlled environments

-

Minimally supervised intensive
training

-

Task-specific movement reiteration

-

Individualized training

-

Feedback for reward and motivation

- Moreover:
-

MN can be activated through the
1
observation of artificial agents.

-

Evidence that a first-person
perspective is the optimal frame of
2
reference during action observation.
1

The Rehabilitation Gaming System: Spheroids

Gazzola et al., Neuroimage 2007; 2Maeda et al., J Neurophysiol 2000

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
BRAIN
- Generation of Sensory Motor Rhythms
- Use of remaining Cortico-Spinal Tracts

VR
- Close the sense-act loop
- Activation of Mirror Neuron System
- Optimal Rehabilitation Guidelines
- Feedback & motivation

Trade-off:
In general, the more specific an exercise is…
the more complex the interface is…
and the more difficult deployment is …

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
BRAIN

VR

- Generation of Sensory Motor Rhythms
- Use of remaining Cortico-Spinal Tracts

Active movement against gravity/friction
Body movement

Finger flexion

- Close the sense-act loop
- Activation of Mirror Neuron System
- Optimal Rehabilitation Guidelines
- Feedback & motivation

Tangible interaction

Natural User Interfaces (NUI)

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
BRAIN

VR

- Generation of Sensory Motor Rhythms
- Use of remaining Cortico-Spinal Tracts

Active movement against gravity/friction

- Close the sense-act loop
- Activation of Mirror Neuron System
- Optimal Rehabilitation Guidelines
- Feedback & motivation

Body movement
Finger flexion
Tangible interaction
No movement against gravity/friction
Passive assistance

Active assistance

Natural User Interfaces (NUI)
* Armeo, Hocoma

* mpower 1000, myomo inc.

Adapted / Assistive Interfaces

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
BRAIN

VR

- Generation of Sensory Motor Rhythms
- Use of remaining Cortico-Spinal Tracts

Active movement against gravity/friction
Body movement
Finger flexion
Tangible interaction
No movement against gravity/friction
Passive assistance

No active movement
Active assistance

Mental Imagery / Neurofeedback approaches

Natural User Interfaces (NUI)
* Armeo, Hocoma

* mpower 1000, myomo inc.

- Close the sense-act loop
- Activation of Mirror Neuron System
- Optimal Rehabilitation Guidelines
- Feedback & motivation

Interaction based on:
- Movement (body kinematics):
- Range of Movement (ROM)
- Movement speed
- Movement latency
- Movement smoothness
- Muscle synergies
- Movement Coordination
- EMG

* international 10/20 system
* Armeo, Hocoma

Adapted / Assistive Interfaces
Brain Computer Interfaces (BCI)

- Autonomic Nervous System (EDA,
respiration, HR, etc…)
- Brain activity (EEG, NIR, fMRI, etc…)

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- Limiting perceived factors in elderly
population:
- Perceived barriers due to
physical limitations1,2,3
- Lack of knowledge4,5
Study:
- 8 participants with upper limb deficits
( 4 male + 4 female, M= 44.8 yo, not all
strokes)
- 3 out of 8 subjects reported previous
computer experience.
- Mouse + keyboard vs.
Key-glove comparison.
1Opalinski,

J Technology in Human Services 2001; 2Peacock
et al., Eu J of Ageing 2007; 3Ng, Educational Gerontology
2008; 4Carpenter et al., Computers in Human Behavior
2007; 5Saunders, Educational Gerontology 2004.

Rubio et al., Presence 2012

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- Limiting perceived factors in elderly
population:
- Perceived barriers due to
physical limitations1,2,3
- Lack of knowledge4,5

t-test, p = .02

Study:
- 8 participants with upper limb deficits
( 4 male + 4 female, M= 44.8 yo, not all
strokes)
- 3 out of 8 subjects reported previous
computer experience.
- Mouse + keyboard vs.
Key-glove comparison.
1Opalinski,

J Technology in Human Services 2001; 2Peacock
et al., Eu J of Ageing 2007; 3Ng, Educational Gerontology
2008; 4Carpenter et al., Computers in Human Behavior
2007; 5Saunders, Educational Gerontology 2004.

Rubio et al., Presence 2012

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Originally developed by psychologists Robert M. Yerkes and
John Dillingham Dodson in 1908

Yerkes & Dodson , 1908

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Cameirão et al., J Neuroeng Rehabil 2010

Hitting

Catching

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia

Grasping
Automated procedure for
difficulty adjustment:
• Task individualization
• Optimized level of
performance
• Adapts to individual arms

Cameirão et al., J Neuroeng Rehabil 2010

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- VR and real counterparts:
- Are they equivalent?
- Comparison with
control group
- The calibration task is used
to measure arm kinematics
and to set the baseline
parameters of the training for
every session.
- Range of Movement (ROM),
movement latency,
movement speed.

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- Extracted from RGS
calibration
- Groups showed a
dissimilar pattern of
improvement in the
speed of the paretic
arm over time
(ANOVA, p<.05).
*p<.05, Mann-Whitney Test

Cameirão et al., Rest NeurNeursc, 2011.

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Cameirão et al., J Neuroeng Rehabil 2010

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
12 stroke patients and 10 controls were exposed to random
combinations of the 4 game parameters

4-factor ANOVA to disclose main and interaction effects

Multiple regression to estimate constants (m0 ... m9)
Cameirão et al., J Neuroeng Rehabil 2010
ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- Not all VR
parameters may be
relevant
- Parameters interact
in a non-trivial an nonlinear manner.

Cameirão et al., J Neuroeng Rehabil 2010
ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Cameirão et al., J Neuroeng Rehabil 2010

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- 9 stroke patients and 10
controls
- The model captures the
behavior of the individual
arms by different game
parameters, and to adapt
the difficulty level
accordingly.

Performance

*p<.05, T-Test
Cameirão et al., J Neuroeng Rehabil 2010
ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Training paradigm:
- Goal oriented and repetitive
actions
- Bimanual training (non-paretic
arm support)
- Parameterized (flying speed,
turning speed, acceptance radius,
distance between objects)

Bermúdez i Badia, Stroke Research & Treat, 2012

Motivation:
- Embedded in a game
- Extensive visual and sound
feedback
- Automatic computation of
training parameters (Avoid failure
and frustration)

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
A first study with 10 healthy participants
has shown that the NTT captures precise
quantitative kinematic information
during a NTT training session, including:
•

Range of Movement (ROM)

•

Movement smoothness

•

Arm coordination

•

Arm contribution to task
Bermúdez i Badia, Stroke Research & Treat, 2012

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Kinematic measure = c0 + c1*speed + c2*turning + c3*acceptance + c4*distance
+ c5*speed*turning + c6*speed*acceptance + c7*speed*distance
+ c8*turning*acceptance + c9*turning*distance
+ c10*distance*acceptance + c11*speed2 + c12*turning2 + c13*acceptance2
+ c14*distance2
s

t

a

d

s*t

s*a

s*d

t*a

t*d

a*d

s2

t2

a2

d2

Movement
Smoothness
Range of Motion
Arm
Displacement
Arm coordination

- Not all parameters contribute to all movement kinematic measures
- We have a quantitative way of adapting parameters depending on a

desired kinematic training
ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia

higher level
RGS

Control
IOT

NSG
- N = 16 acute stroke patients
- 3 weekly 20 min sessions during 12 weeks
Cameirão et al., Rest NeurNeursc, 2011.
ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
-

RGS group recovers faster than Controls, but not at follow-up  Accelerates recovery
RGS ≥ extended OT

-

Reduces therapy costs
Cameirão et al., Rest NeurNeursc, 2011.

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
N = 44 chronic stroke patients
5 weekly 30 min sessions during 4 weeks

1.

NUI interface

2.

Haptic interface (GRAB, PERCRO):

- Force-feedback
- Increase in the ecological validity of the task
3.

Exoskeleton (ARMEO, Hocoma):

- Support against gravity
- Control of trunk movements
Cameirão et al., Stroke, 2012.

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- All groups improved
significantly
- The haptics group retained
during a longer period of
time
 include if possible
- The exoskeleton group
showed a “poorer”
improvement at proximal
movements
 not all assistance is
always helpful
 Functional vs. correct
movement
Cameirão et al., Stroke, 2012.

Between-group

Within-group

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia

*p<.05, **p<.01,
Wilcoxon Test
- 9 naïve healthy subjects (26.4±4.2
years)
- 3 experimental conditions
Combined motor execution and motor
imagery in VR seems to be more
effective at:
-

1

Driving cortical sensorimotor areas1,
Increasing attention and alertness to
task2,
Engaging additional related networks
(cross-modal sensory processing3 or
short term memory).

Bermúdez et al., IEEE Trans Neur Sys Reh Eng, 2013.

Solodkin et al., 2004; 2 Egner et al., 2004; 3 Kanayama et al., 2007

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
-18 right-handed healthy subjects
(24±3 years)
- Active and imagination conditions
using RGS
Imagery of target catching was related
to activation of frontal, parietal,
temporal, cingulate and cerebellar
regions, consistent with:
-

object processing,
motor intention,
attention,
mirror mechanisms.
Prochnow et al., Eu Journal of Neuroscience, 2013.

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
- Virtual Environments are simulations that engage the senses of users through
real-time 3D graphics, audio and interaction to create an experience of presence
within an artificial world.
- Game Engines bring together large-scale software architectures and programming
paradigms to design and implement rendering, collision, physics and animation
processes.

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Cost

Free

Platforms

Windows

Community

Large & commercial

Programming

Development Tools

Learning Curve

Fast

Customization

Source code
available

Torque was used to implement the RGS
http://www.rgs-project.eu

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Cost

Free

Platforms

Win, Mac, Linux

Community

Developers

Programming

Python

Learning Curve

Slower

Customization

Source code
available

Panda3D was used to implement the NTT
http://neurorehabilitation.m-iti.org/NTT

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Cost

~ 1500$ / developer

Platforms

All

Community

Very large &
commercial

Programming

Integrated
Development
Environment

Learning Curve

Very Fast

Customization

Using external
libraries

Unity is used in the RehabNet project
http://neurorehabilitation.m-iti.org/rehabnet

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
Cost

Free

~ 1500$ / developer

Free

Windows

All

Win, Mac, Linux

Large & commercial

Very large &
commercial

Developers

Programming

Development Tools

Integrated
Development
Environment

Python

Learning Curve

Fast

Very Fast

Slower

Customization

Source code
available

Using external
libraries

Source code
available

Platforms
Community

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
• A close dialog between health practicioners – neuroscientists –
technologists is necessary
• Our systems are not the end product, are the hypotheses
• Hypotheses need validation  impact assessment
• We believe that positive effects of gaming in rehabilitation training do not
emerge out of superficial “gamification” of therapies.
• Game / training mechanics need to include:
• Neuroscientific principles of recovery
• Difficulty vs skill needs to be quantified and well understood
• Game parameters need to be automatically personalized
• Stress levels need to be controlled to ensure maximal performance
and consequent maximal learning

ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
For more information contact:
sergi.bermudez@uma.pt
or visit
http://neurorehabilitation.m-iti.org

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ICVR2013 Workshop: Designing an effective rehabilitation simulation

  • 1. Sergi Bermúdez i Badia Inv. Assist. Prof., Universidade da Madeira Marie Curie Research Fellow, Madeira – ITI sergi.bermudez@uma.pt
  • 2. NeuroRehabLab http://neurorehabilitation.m-iti.org Universidade da Madeira / Madeira – ITI Sergi Bermúdez i Badia Mónica S. Camerião Athanasios Vourvopoulos Ana Lúcia dos Santos Faria Quality of Life Technologies Center http://www.cmu.edu/qolt Carnegie Mellon University Daniel P. Siewiorek University of Pittsburgh Department of Occupational Therapy Scott Bleakley Myomo Inc http://www.myomo.com SPECS - http://specs.upf.edu Universitat Pompeu Fabra Steve Kelly Ela Lewis Paul F.M.J. Verschure PERCRO - http://www.percro.org Scuola Superiore Sant'Anna Hospital del Mar Medicina Física i Rehabilitació ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia Antonio Frisoli Esther Duarte Oller
  • 3. • Our approach (not necessarily the best one) • The process for developing, designing and testing an effective rehabilitation simulation – Only Stroke – Particular case of upper limb rehabilitation – Not going to explain or justify the use of VR • Metrics for simulated movement performance and monitoring • Personalization using the metrics • Lessons learned from different studies • Open source / game engines for rehabilitation activities ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 4. 1. The process for designing, developing and testing an effective rehabilitation simulation hypothesis where - Designing  defining - Developing  formulating and implementing - Testing  clinical validation ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 5. Optimal rehabilitation guidelines VR and Serious Games HCI ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 6. Optimal rehabilitation guidelines Neuroscience VR and Serious Games HCI ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 7.
  • 8. 1. Treatment frequency and intensity correlate with recovery (Kwakkel et al., 2004; Sonoda, Saitoh, Nagai, Kawakita, & Kanada, 2004).  deployment 2. Movement practice and repetition play a fundamental role in recovery (Karni et al., 1995).  simulated task / game mechanics 3. Specificity of rehabilitation training with respect to the deficits and required functional outcomes has an impact on recovery (Krakauer 2006).  Interface technology & personalization ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 9. - The brain has the capability to reorganize itself in such a way that alternate brain areas take over other functions. The best way to stimulate this reorganization is still under discussion, and several approaches have been proposed. Dobkin, Nat ClinPractNeurol 2008 - Stroke rehabilitation should focus on maximizing cortical reorganization. ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 10.
  • 11. - VR can provide: - Fully controlled environments - Minimally supervised intensive training - Task-specific movement reiteration - Individualized training - Feedback for reward and motivation ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 12. - Mirror Neuron System: neurons that are active both, during the execution of goaloriented movements and during the observation of the same action performed by others.1-3 - There is strong evidence of the existence of a Mirror Neuron System (MNS) in the human brain.3-5 1 Rizzolatti & Fabbri-Destro, Exp Brain Res 2010 di Pellegrino et al., Exp Brain Res 1992; 2Gallese et al., Brain 1996; 3Rizzolatti & Fabbri-Destro, Exp Brain Res 2010; 4 Iacoboni et al., Science 1999; 5Buccino et al., Eur J Neurosci 2001 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 13. - VR can provide: - Fully controlled environments - Minimally supervised intensive training - Task-specific movement reiteration - Individualized training - Feedback for reward and motivation - Moreover: - MN can be activated through the 1 observation of artificial agents. - Evidence that a first-person perspective is the optimal frame of 2 reference during action observation. 1 The Rehabilitation Gaming System: Spheroids Gazzola et al., Neuroimage 2007; 2Maeda et al., J Neurophysiol 2000 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 14.
  • 15. BRAIN - Generation of Sensory Motor Rhythms - Use of remaining Cortico-Spinal Tracts VR - Close the sense-act loop - Activation of Mirror Neuron System - Optimal Rehabilitation Guidelines - Feedback & motivation Trade-off: In general, the more specific an exercise is… the more complex the interface is… and the more difficult deployment is … ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 16. BRAIN VR - Generation of Sensory Motor Rhythms - Use of remaining Cortico-Spinal Tracts Active movement against gravity/friction Body movement Finger flexion - Close the sense-act loop - Activation of Mirror Neuron System - Optimal Rehabilitation Guidelines - Feedback & motivation Tangible interaction Natural User Interfaces (NUI) ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 17. BRAIN VR - Generation of Sensory Motor Rhythms - Use of remaining Cortico-Spinal Tracts Active movement against gravity/friction - Close the sense-act loop - Activation of Mirror Neuron System - Optimal Rehabilitation Guidelines - Feedback & motivation Body movement Finger flexion Tangible interaction No movement against gravity/friction Passive assistance Active assistance Natural User Interfaces (NUI) * Armeo, Hocoma * mpower 1000, myomo inc. Adapted / Assistive Interfaces ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 18. BRAIN VR - Generation of Sensory Motor Rhythms - Use of remaining Cortico-Spinal Tracts Active movement against gravity/friction Body movement Finger flexion Tangible interaction No movement against gravity/friction Passive assistance No active movement Active assistance Mental Imagery / Neurofeedback approaches Natural User Interfaces (NUI) * Armeo, Hocoma * mpower 1000, myomo inc. - Close the sense-act loop - Activation of Mirror Neuron System - Optimal Rehabilitation Guidelines - Feedback & motivation Interaction based on: - Movement (body kinematics): - Range of Movement (ROM) - Movement speed - Movement latency - Movement smoothness - Muscle synergies - Movement Coordination - EMG * international 10/20 system * Armeo, Hocoma Adapted / Assistive Interfaces Brain Computer Interfaces (BCI) - Autonomic Nervous System (EDA, respiration, HR, etc…) - Brain activity (EEG, NIR, fMRI, etc…) ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 19. - Limiting perceived factors in elderly population: - Perceived barriers due to physical limitations1,2,3 - Lack of knowledge4,5 Study: - 8 participants with upper limb deficits ( 4 male + 4 female, M= 44.8 yo, not all strokes) - 3 out of 8 subjects reported previous computer experience. - Mouse + keyboard vs. Key-glove comparison. 1Opalinski, J Technology in Human Services 2001; 2Peacock et al., Eu J of Ageing 2007; 3Ng, Educational Gerontology 2008; 4Carpenter et al., Computers in Human Behavior 2007; 5Saunders, Educational Gerontology 2004. Rubio et al., Presence 2012 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 20. - Limiting perceived factors in elderly population: - Perceived barriers due to physical limitations1,2,3 - Lack of knowledge4,5 t-test, p = .02 Study: - 8 participants with upper limb deficits ( 4 male + 4 female, M= 44.8 yo, not all strokes) - 3 out of 8 subjects reported previous computer experience. - Mouse + keyboard vs. Key-glove comparison. 1Opalinski, J Technology in Human Services 2001; 2Peacock et al., Eu J of Ageing 2007; 3Ng, Educational Gerontology 2008; 4Carpenter et al., Computers in Human Behavior 2007; 5Saunders, Educational Gerontology 2004. Rubio et al., Presence 2012 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 21.
  • 22. Originally developed by psychologists Robert M. Yerkes and John Dillingham Dodson in 1908 Yerkes & Dodson , 1908 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 23. Cameirão et al., J Neuroeng Rehabil 2010 Hitting Catching ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia Grasping
  • 24. Automated procedure for difficulty adjustment: • Task individualization • Optimized level of performance • Adapts to individual arms Cameirão et al., J Neuroeng Rehabil 2010 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 25. - VR and real counterparts: - Are they equivalent? - Comparison with control group - The calibration task is used to measure arm kinematics and to set the baseline parameters of the training for every session. - Range of Movement (ROM), movement latency, movement speed. ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 26. - Extracted from RGS calibration - Groups showed a dissimilar pattern of improvement in the speed of the paretic arm over time (ANOVA, p<.05). *p<.05, Mann-Whitney Test Cameirão et al., Rest NeurNeursc, 2011. ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 27. Cameirão et al., J Neuroeng Rehabil 2010 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 28. 12 stroke patients and 10 controls were exposed to random combinations of the 4 game parameters 4-factor ANOVA to disclose main and interaction effects Multiple regression to estimate constants (m0 ... m9) Cameirão et al., J Neuroeng Rehabil 2010 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 29. - Not all VR parameters may be relevant - Parameters interact in a non-trivial an nonlinear manner. Cameirão et al., J Neuroeng Rehabil 2010 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 30. Cameirão et al., J Neuroeng Rehabil 2010 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 31. - 9 stroke patients and 10 controls - The model captures the behavior of the individual arms by different game parameters, and to adapt the difficulty level accordingly. Performance *p<.05, T-Test Cameirão et al., J Neuroeng Rehabil 2010 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 32.
  • 33. Training paradigm: - Goal oriented and repetitive actions - Bimanual training (non-paretic arm support) - Parameterized (flying speed, turning speed, acceptance radius, distance between objects) Bermúdez i Badia, Stroke Research & Treat, 2012 Motivation: - Embedded in a game - Extensive visual and sound feedback - Automatic computation of training parameters (Avoid failure and frustration) ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 34. A first study with 10 healthy participants has shown that the NTT captures precise quantitative kinematic information during a NTT training session, including: • Range of Movement (ROM) • Movement smoothness • Arm coordination • Arm contribution to task Bermúdez i Badia, Stroke Research & Treat, 2012 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 35. Kinematic measure = c0 + c1*speed + c2*turning + c3*acceptance + c4*distance + c5*speed*turning + c6*speed*acceptance + c7*speed*distance + c8*turning*acceptance + c9*turning*distance + c10*distance*acceptance + c11*speed2 + c12*turning2 + c13*acceptance2 + c14*distance2 s t a d s*t s*a s*d t*a t*d a*d s2 t2 a2 d2 Movement Smoothness Range of Motion Arm Displacement Arm coordination - Not all parameters contribute to all movement kinematic measures - We have a quantitative way of adapting parameters depending on a desired kinematic training ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia higher level
  • 36.
  • 37. RGS Control IOT NSG - N = 16 acute stroke patients - 3 weekly 20 min sessions during 12 weeks Cameirão et al., Rest NeurNeursc, 2011. ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 38. - RGS group recovers faster than Controls, but not at follow-up  Accelerates recovery RGS ≥ extended OT - Reduces therapy costs Cameirão et al., Rest NeurNeursc, 2011. ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 39. N = 44 chronic stroke patients 5 weekly 30 min sessions during 4 weeks 1. NUI interface 2. Haptic interface (GRAB, PERCRO): - Force-feedback - Increase in the ecological validity of the task 3. Exoskeleton (ARMEO, Hocoma): - Support against gravity - Control of trunk movements Cameirão et al., Stroke, 2012. ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 40. - All groups improved significantly - The haptics group retained during a longer period of time  include if possible - The exoskeleton group showed a “poorer” improvement at proximal movements  not all assistance is always helpful  Functional vs. correct movement Cameirão et al., Stroke, 2012. Between-group Within-group ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia *p<.05, **p<.01, Wilcoxon Test
  • 41. - 9 naïve healthy subjects (26.4±4.2 years) - 3 experimental conditions Combined motor execution and motor imagery in VR seems to be more effective at: - 1 Driving cortical sensorimotor areas1, Increasing attention and alertness to task2, Engaging additional related networks (cross-modal sensory processing3 or short term memory). Bermúdez et al., IEEE Trans Neur Sys Reh Eng, 2013. Solodkin et al., 2004; 2 Egner et al., 2004; 3 Kanayama et al., 2007 ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 42. -18 right-handed healthy subjects (24±3 years) - Active and imagination conditions using RGS Imagery of target catching was related to activation of frontal, parietal, temporal, cingulate and cerebellar regions, consistent with: - object processing, motor intention, attention, mirror mechanisms. Prochnow et al., Eu Journal of Neuroscience, 2013. ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 43.
  • 44. - Virtual Environments are simulations that engage the senses of users through real-time 3D graphics, audio and interaction to create an experience of presence within an artificial world. - Game Engines bring together large-scale software architectures and programming paradigms to design and implement rendering, collision, physics and animation processes. ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 45. Cost Free Platforms Windows Community Large & commercial Programming Development Tools Learning Curve Fast Customization Source code available Torque was used to implement the RGS http://www.rgs-project.eu ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 46. Cost Free Platforms Win, Mac, Linux Community Developers Programming Python Learning Curve Slower Customization Source code available Panda3D was used to implement the NTT http://neurorehabilitation.m-iti.org/NTT ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 47. Cost ~ 1500$ / developer Platforms All Community Very large & commercial Programming Integrated Development Environment Learning Curve Very Fast Customization Using external libraries Unity is used in the RehabNet project http://neurorehabilitation.m-iti.org/rehabnet ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 48. Cost Free ~ 1500$ / developer Free Windows All Win, Mac, Linux Large & commercial Very large & commercial Developers Programming Development Tools Integrated Development Environment Python Learning Curve Fast Very Fast Slower Customization Source code available Using external libraries Source code available Platforms Community ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 49. • A close dialog between health practicioners – neuroscientists – technologists is necessary • Our systems are not the end product, are the hypotheses • Hypotheses need validation  impact assessment • We believe that positive effects of gaming in rehabilitation training do not emerge out of superficial “gamification” of therapies. • Game / training mechanics need to include: • Neuroscientific principles of recovery • Difficulty vs skill needs to be quantified and well understood • Game parameters need to be automatically personalized • Stress levels need to be controlled to ensure maximal performance and consequent maximal learning ICVR 2013: Designing an effective rehabilitation simulation - 26/08/2013 - Philadelphia
  • 50. For more information contact: sergi.bermudez@uma.pt or visit http://neurorehabilitation.m-iti.org