Advertisement

IGER: A Game Engine Specifically Tailored to Rehabilitation

  • Michele Pirovano
  • Pier Luca Lanzi
  • Renato Mainetti
  • Nunzio Alberto Borghese

Abstract

Exergames for rehabilitation, both in the physical and cognitive fields, have been the target of much research in the last years. Such exergames, however, are often created for a specific impairment and cannot be generalized to other domains. More generally speaking, the lack of shared design and development guidelines for rehabilitation games can be highlighted. The Intelligent Game Engine for Rehabilitation (IGER) described here has been developed with the intent to provide a framework for building rehabilitation exergames that are functional, accessible and entertaining. Several features, mandatory for rehabilitation, have been incorporated: configuration, adaptation, monitoring, data logging and feedback through a virtual therapist. Besides describing how these features have been implemented in IGER, we describe here also a few games we created with it and their rationale.

Keywords

Input Device Haptic Device Kinect Sensor Game Engine Rehabilitation Session 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. 1.
    Warlow, C., Sandercock, P., Hankey, G., et al. Stroke: Practical Management. Blackwell Publishing. (2008)Google Scholar
  2. 2.
    Coles, R. T.;Dwight, M.;and John, N. W.: The role of haptics in medical training simulators: a survey of the state of the art. IEEE Transactions on Haptics. (2011)Google Scholar
  3. 3.
    Langhorne, P.;Coupar, F.;and Pollock, A.: Motor recovery after stroke: a systematic review. The lancet Neurology 8, pp. 741–754. (2009)Google Scholar
  4. 4.
    Rizzo A.;Kim, G. J.: A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy. Presence. (2005)Google Scholar
  5. 5.
    Prosperini, L.;Fortuna, D.;Giann, C.;Leonardi, L.;Marchetti, M. R.;and Pozzilli, C.: Home-Based Balance Training Using the Wii Balance Board: A Randomized, Crossover Pilot Study in Multiple Sclerosis. Neurorehab. and Neural Repair. In press. (2013)Google Scholar
  6. 6.
    Borghese, N.A.;Pirovano, M., Lanzi;Wuest, S.;and de Bruin, E.: Computational Intelligence and Game Design for effective at Home Rehabilitation. Games for Health. (2013)Google Scholar
  7. 7.
    Pirovano, M.;Mainetti, R.;Baud-Bovy, G.;Lanzi, P. L.;and Borghese, N. A.: Selfadaptive games for rehabilitation at home. In Proc. of Conf. on Computational Intelligence and Games CIG2012. (2012).Google Scholar
  8. 8.
    Ijsselsteijn, W.;Nap, H. H.;de Kort, Y.;and Poels, K: Digital game design for elderly users. In Proc. 2007 conf. on Future Play, 17–22. (2007)Google Scholar
  9. 9.
    Widgor, D.;and Wixon D.,: Natural user interfaces for touch and gesture. Morgan Kaufman. (2011)Google Scholar
  10. 10.
    Koster, R.: A theory of fun for game design. (2004)Google Scholar
  11. 11.
    Schell, J.: The Art of Game Design: Book of Lenses. Elsevier. (2008)Google Scholar
  12. 12.
    Yannakakis, H.: Real-Time Game Adaptation for Optimizing Player Satisfaction. IEEE Transactions on Computational Intelligence and AI in Games, vol. 1, issue 2, pp. 121–133. (2009)CrossRefGoogle Scholar
  13. 13.
    Csíkszentmihályi, M.: Beyond Boredom and Anxiety. (1975)Google Scholar
  14. 14.
    Pirovano, M., Mainetti, R.; Baud-Bovy, G.; Lanzi, P.L.; and Borghese N.A.: Compuational Intelligence based game Engine for At-home rehabilitation. To be submitted to IEEE Trans. CIG. (2013)Google Scholar
  15. 15.
    Mainetti, R;Sedda, A.;Ronchetti, M.;Bottini, G.;and Borghese, N. A.: Duckneglect: video-games based neglect rehabilitation. Technology and Health care. In press. (2013)Google Scholar
  16. 16.
    Colombo, R.;Pisano, F.;Mazzone, A.;Delconte, C.;Micera, S.;Carrozza, M. C.;Dario P.,;and Minuco G.,: Design strategies to improve patient motivation during robot-aided rehabilitation. J. of NeuroEng. and Rehab., vol. 4, no. 1, p. 3. (2007).Google Scholar
  17. 17.
    Cameirao, M.;i Badia, S. B.;Oller, E. D.;and Verschure, P. F. M. J: Neurorehabilitation using the virtual reality based rehabilitation gaming system: Methodology, design, psychometrics, usability and validation. J. of NeuroEng. And Rehab. 7(1):48. (2010)Google Scholar

Copyright information

© Springer Fachmedien Wiesbaden 2013

Authors and Affiliations

  • Michele Pirovano
    • 1
    • 2
  • Pier Luca Lanzi
    • 2
  • Renato Mainetti
    • 1
  • Nunzio Alberto Borghese
    • 1
  1. 1.Department of Computer ScienceUniversity of MilanoMilanoItaly
  2. 2.Dipartimento di Elettronica, Informazione e BioingegneriaMilanoItaly

Personalised recommendations