Professional Documents
Culture Documents
Athanasios Vourvopoulos1,2, Ana Lúcia Faria1,3, Mónica S Cameirão1, Sergi Bermúdez i Badia1,2
1
Madeira Interactive Technologies Institute, Universidade da Madeira (UMa)
Funchal, Portugal
2
Centro de Ciências Exatas e da Engenharia, Universidade da Madeira (UMa)
Funchal, Portugal
3
Faculdade de Psicologia e de Ciências da Educação, Universidade de Coimbra
Coimbra, Portugal
athanasios.vourvopoulos@m-iti.org
Abstract— Every year millions of people worldwide suffer process compared to control groups with non-ICT based
from stroke, resulting in motor and/or cognitive disability. As a interventions [7]. Despite evidence on the benefits of VR
result, patients experience an increased loss of independence, training [8], accessibility to these therapies still remains a
autonomy and low self-esteem. Evolving to a chronic condition, challenge because most VR approaches are suitable only to
stroke requires of continuous rehabilitation and therapy. Current reduced subsets of patients, generally those with better
ICT approaches, with the use of robotics and Virtual Reality, recovery prognostics [8]. In this context, the RehabNet project
show some benefits over conventional therapy. However, most of aims at expanding modern VR rehabilitation approaches to (1)
the novel approaches are suitable only for a reduced subset of include patients with a broad range of impairments (motor and
patients. RehabNet proposes an inclusive approach towards an
cognitive); (2) provide low cost at-home rehabilitation
open and distributed architecture for ‘in-home’ neuro-
rehabilitation and monitoring by means of non-invasive ICT. In
solutions; and (3) develop a better understanding on the brain
this paper we present the RehabNet architecture, its design and recovery process and the effectiveness derived from these
the implementation of a combined motor-and-cognitive system solutions.
for post-stroke rehabilitation.
II. BACKGROUND
Keywords—stroke rehabilitation; serious games; brain- Two recent meta-analysis of virtual reality studies in
computer interfaces; neurofeedback; virtual reality stroke rehabilitation included 29 studies comparing the impact
of virtual reality with alternative or no intervention [8][9]. The
I. INTRODUCTION goal of those systematic reviews was to provide a
Stroke is currently one of the main causes of adult comprehensive overview of the available evidence on a
disability, with about 16 million new strokes worldwide every specifically identified health related question, allowing for a
year [1]. Stroke survivors very often suffer from chronic rigorous analysis with limited bias. The VR studies that were
conditions, which result in a significant psychosocial and included evaluated the effect of VR training on upper limb
economical impact [2]. In order to minimize their loss of function, grip strength, gait speed and daily living functions.
independency, stroke survivors require continuous Training tasks mostly involved everyday life activities, like
rehabilitation and therapy [3]. Moreover, the implementation shopping, sport activities, driving simulations and the use of
of effective treatments in the first weeks following stroke, public transportation simulation. In the case of upper limb re-
even those with small reductions in disability, can produce training, 16 studies were analysed with a total sample size of
significant public health benefits despite the high cost of these 392 patients. In most of the upper-limb studies, motion capture
treatments [4]. In this context, ICT based neurorehabilitation was used as input to the VR systems, either tracked from a
systems can provide novel and effective rehabilitation camera or by using controllers with 3D space positioning such
solutions. Innovative approaches that are based on as the Nintendo Wii remote (Nintendo, Kyoto, Japan). A
neuroscientific hypotheses of brain recovery through Virtual minority of those studies used robotic devices and arm
Reality (VR) and serious games show great potential in stroke exoskeletons with position sensors. All the above mentioned
rehabilitation because these technologies can support 16 upper-limb studies required a minimum cognitive and/or
requirements for an effective re-training of the patient [5]. VR motor control for the patient to interact with the VR systems
allows creating fully controlled environments that define and complete the desired tasks. The average Mini–Mental
training tasks specifically designed to target the individual State Examination [10] score required was as high as 21 (mild
needs of the patients, and intensive movement training can be cognitive impairment) and a large percentage of studies
embedded in motivating tasks, making use of augmented excluded patients with perceptual deficits (43%), aphasia
feedback and reward [6]. Specifically, personalised VR (35%), apraxia (29%) or pain (29%). On the motor control
approaches have been shown to accelerate the recovery side, all VR systems included in these reviews for upper-limb
III. REHABNET
effect. In order to achieve it, we improve compliance by
RehabNet aims at building neuroscience based interactive lowering the access threshold (using low-cost portable
systems for stroke rehabilitation. In general terms, stroke is the interface systems), facilitating its use by providing the
problem we are called to solve; neuroscience is how we are rehabilitation content in the cloud, and using social and
moving towards a better understanding of the brain gaming elements to improve patient engagement. Finally,
mechanisms for recovery; and interactive systems are the tools novel VR therapies need to be based on clinical guidelines and
that we are developing to achieve it. neuroscientific hypotheses of recovery. Thus, assessing the
effectiveness of VR rehabilitation tools is a crucial stage for
A. Approach evaluating improvement in performance, the correctness of the
rehabilitation approach, and validating the underlying
The RehabNet approach is based on three hierarchically neuroscientific hypotheses of recovery. This feedback
organized layers: first to guarantee accessibility of patients to mechanism enables us to adjust all the appropriate elements of
therapy; second to ensure patient compliance with therapy; VR training towards the direction of a successful rehabilitation
and finally to validate the effectiveness of therapy (Fig. 1, path. It is at this layer that patients interact with motor and
approach column). The main function of the accessibility layer cognitive rehabilitation VR training games, while data
is to provide a broad access to rehabilitation training to the gathering can help to further understand the recovery process.
wider possible range of patients. For this purpose, a number of
interface and assistive technologies have been integrated, B. Technology
namely, physiological signals - electroencephalography (EEG) Given the existence of novel low-cost portable technologies
and electro-myography (EMG) -, tracking of movement such as tracking or EEG systems, RehabNet embraces the use
kinematics, a robotic orthosis device with adjustable of such technology together with the latest research findings
movement assistance, as well as device independent standard for effective stroke rehabilitation to provide simpler and
interface protocols for compatibility and upgradeability of the portable in-home neuro-rehabilitation. Technology must offer
system. Once access to therapy is granted, by the accessibility low cost, off-the-shelf components for data acquisition;
layer of RehabNet, compliance with therapy needs to be lowering the access threshold for patients with different
achieved. The compliance of the user with the allocated tasks prognostics; and targeting in-home rehabilitation. The
and the level of engagement with the overall treatment process RehabNet system architecture (Fig. 2) is built around five key
is a challenging aspect of rehabilitation. The compliance layer concepts (Fig. 1, technology column):
aims at maximizing adherence to treatment to maximize its
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2013 IEEE 15th International Conference on e-Health Networking, Applications and Services (Healthcom 2013)
Fig. 2 The RehabNet system architecture consists of three main building blocks: Hardware for device support, Control Panel for data translation and
emulation, and Web Content for accessing the rehabilitation tools. All blocks are interconnected in a client-server (open) architecture.
1) Acquisition: The acquisition of data from available architecture is distributed for maximum flexibility and
hardware is supported natively for a basic range of devices upgradability to specifically target in-home rehabilitation
including EEG (EPOC, Emotiv Systems, Australia), EMG making use of technology already existing at home. The
(mpower 1000, Myomo, Boston, USA) and kinematic data typical installation includes the available hardware (HW)
(Kinect, Microsoft, Washington, USA). The device support is based locally on the computer of the user. This HW can range
extended using a client/server architecture. UDP is used for from a simple keyboard to a BCI. If the local computer is
communicating with mobile devices and tracking servers for equipped with HW other than a keyboard or a mouse, the user
continuous data tracking. Additionally, by making use of the needs to execute the RehabNet control panel software for
Virtual-Reality Peripheral Network (VRPN) protocol [17] and interfacing the HW with the rehabilitation tools (Fig. 2).
Open Sound Control (OSC) protocol [18] we are enabled to Further, our VR rehabilitation software is accessible online
integrate a large number of existing peripherals (trackers, through a standard web browser [20]. The use of web
button devices, haptic devices, analog inputs, sound, etc) and technologies allows patients and clinicians to have access
to extend the repository of Brain-Computer Interface (BCI) from everywhere, and additionally eases the maintenance and
support through the “Open-Vibe platform” [19]. upgradeability at a technical level. Finally, for achieving the
2) Translation: For a meaningful interaction between the best possible adherence, the rehabilitation content will be
patient and the rehabilitation process, the acquired data must made available through a social platform for patients,
be filtered, cleaned from noise, translated (e.g. from spatial clinicians and researchers that aims at enhancing the social
coordinates to limb movement) or classified (e.g. EEG event dynamics, communication and monitoring of patients.
detection) based on pre-defined rules. The most important 4) Interaction: The main concept is to employ a single
function of this layer is to unify the whole set of data that can interaction framework that allows the implementation of
be captured by the different supported devices (BCIs, tracking, simultaneous motor-and-cognitive tasks, adaptive at both the
smartphones, etc) into a common information and data format motor and cognitive capabilities of the patients. In this context
that can be later used by our rehabilitation applications. For VR provides a proper framework for implementing clinical
instance, this layer is in charge of classifying EEG data into guidelines in a controlled environment such as intensive, goal
left or right hand movement and consequently emulating key oriented, personalized and iterative training with augmented
presses or analogue tracking devices. Similarly, tracking feedback [5]. Re-training of lost function through
devices like MS Kinect can also emulate button clicks and neuroplasticity is a necessary element [21], and it has been
events based on kinematic parameters. Finally, orientation and shown that the visual perception of goal oriented actions
acceleration data from smartphone devices can be used to activates the mirror neuron system (MNS) [22]. This
emulate tracking device data. represents a promising rehabilitation strategy to enhance
3) Distributed Architecture: One of the goals of RehabNet recovery after stroke [23]. Finally, training tasks should be
is to provide rehabilitation tools that are accessible from embedded into motivating gaming experiences as in our
everywhere, both geographically (cloud services) and previous work [20] [24].
technologically (platform independent). Thus, the system
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ACKNOWLEDGMENT [16] S. M. Braun, A. J. Beurskens, P. J. Borm, T. Schack, and D. T. Wade,
This work is supported by the RehabNet project - “The effects of mental practice in stroke rehabilitation: a systematic review,”
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