Abstract
The use of video games in physical rehabilitation is becoming more and more popular. A lot of studies are focusing on the clinical efficacy of such kind on new interventions. However there is still, currently, a lack of information about the importance of learning effect of the task (e.g. motions required to play the game). Therefore the aim of this study was to evaluate the importance of motor learning during rehabilitation exercises performed with specially developed Serious Games. Ten healthy adults played 9 sessions of games over a 3 weeks period. Different parameters were extracted from the games to performed functional and biomechanical evaluation. ANOVA and ICC were processed to evaluate reproducibility of measurement. The majority of the learning effect occurred during the very first session. Therefore, in order to allow regular monitoring the results of this first session should not be included in the follow-up of the patient.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Bonnechère, B., Jansen, B., Omelina, L., Degelaen, M., Wermenbol, V., Rooze, M., Van Sint Jan, S.: Can serious games be incorporated with conventional treatment of children with cerebral palsy? A review. Res. Dev. Disabil. 35(8), 1899–1913 (2014). http://www.ncbi.nlm.nih.gov/pubmed/24794289
Putrino, D.: Telerehabilitation and emerging virtual reality approaches to stroke rehabilitation. Curr. Opin. Neurol. 27(6), 631–636 (2014). http://www.ncbi.nlm.nih.gov/pubmed/25333603
Arias, P., Robles-García, V., Sanmartín, G., Flores, J., Cudeiro, J.: Virtual reality as a tool for evaluation of repetitive rhythmic movements in the elderly and Parkinson’s disease patients. PLoS One 7(1), e30021 (2012). http://www.ncbi.nlm.nih.gov/pubmed/22279559
Webster, D., Celik, O.: Systematic review of Kinect applications in elderly care and stroke rehabilitation. J Neuroeng. Rehabil. 11, 108–132 (2014). http://www.ncbi.nlm.nih.gov/pubmed/24996956
Omelina, L., Jansen, B., Bonnechère, B., Van Sint Jan, S., Cornelis, J.: Serious games for physical rehabilitation: designing highly configurable and adaptable games. In: Proceedings of the 9th International Conference on Disability, Virtual Reality and Associated Technologies, Laval, France, pp. 195–201 (2012)
Clark, R.A., Pua, Y.H., Fortin, K., Ritchie, C., Webster, K.E., Denehy, L., Bryant, A.L.: Validity of the Microsoft Kinect for assessment of postural control. Gait Posture. 36(3), 372–377 (2012). http://www.ncbi.nlm.nih.gov/pubmed/22633015
Pfister, A., West, A.M., Bronner, S., Noah, J.A.: Comparative abilities of Microsoft Kinect and Vicon 3D motion capture for gait analysis. J. Med. Eng. Technol. 38(5), 274–280 (2014). http://www.ncbi.nlm.nih.gov/pubmed/24878252
Bonnechère, B., Jansen, B., Salvia, P., Bouzahouene, H., Omelina, L., Moiseev, F., Sholukha, V., Cornelis, J., Rooze, M., Van Sint Jan, S.: Validity and reliability of the Kinect within functional assessment activities: comparison with standard stereophotogrammetry. Gait Posture. 39(1), 593–598 (2014). http://www.ncbi.nlm.nih.gov/pubmed/24269523
González, A., Hayashibe, M., Bonnet, V., Fraisse, P.: Whole body center of mass estimation with portable sensors: using the statically equivalent serial chain and a Kinect. Sensors (Basel) 14(9), 16955–16971 (2014). http://www.ncbi.nlm.nih.gov/pubmed/25215943
Bonnechère, B., Sholukha, V., Jansen, B., Omelina, L., Rooze, M., Van Sint Jan, S.: Determination of repeatability of kinect sensor. Telemed. J. E Health 20(5), 451–453 (2014). http://www.ncbi.nlm.nih.gov/pubmed/24617290
Sholukha, V., Bonnechère, B., Salvia, P., Moiseev, F., Rooze, M., Van Sint Jan, S.: Model-based approach for human kinematics reconstruction from markerless and marker-based motion analysis systems. J. Biomech. 46(14), 2363–2371 (2013). http://www.ncbi.nlm.nih.gov/pubmed/23972432
Kagerer, F.A.: Control of discrete bimanual movements: How each hand benefits from the other. Neurosci. Lett. 584, 33–38 (2015). http://www.ncbi.nlm.nih.gov/pubmed/25307124
Lee, D., Lee, M., Lee, K., Song, C.: Asymmetric training using virtual reality reflection equipment and the enhancement of upper limb function in stroke patients: a randomized controlled trial. J. Stroke Cerebrovasc. Dis. 23(6), 1319–1326 (2014). http://www.ncbi.nlm.nih.gov/pubmed/24468068
van Delden, A.L., Beek, P.J., Roerdink, M., Kwakkel, G., Peper, C.L.: Unilateral and bilateral upper-limb training interventions after stroke have similar effects on bimanual coupling strength. Neurorehabil Neural Repair 29(3), 255–267 (2015). http://www.ncbi.nlm.nih.gov/pubmed/25055838
Law, M.C., Darrah, J., Pollock, N., Wilson, B., Russell, D.J., Walter, S.D., Rosenbaum, P., Galuppi, B.: Focus on function: a cluster, randomized controlled trial comparing child- versus context-focused intervention for young children with cerebral palsy. Dev. Med. Child Neurol. 53(7), 621–629 (2011). http://www.ncbi.nlm.nih.gov/pubmed/21569012
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer International Publishing Switzerland
About this paper
Cite this paper
Bonnechère, B., Jansen, B., Omelina, L., Sholukha, V., Van Sint Jan, S. (2016). Biomechanical Analysis of Rehabilitation Exercises Performed During Serious Games Exercises. In: De Gloria, A., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2015. Lecture Notes in Computer Science(), vol 9599. Springer, Cham. https://doi.org/10.1007/978-3-319-40216-1_32
Download citation
DOI: https://doi.org/10.1007/978-3-319-40216-1_32
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-40215-4
Online ISBN: 978-3-319-40216-1
eBook Packages: Computer ScienceComputer Science (R0)