An Intelligent Game Engine for the At-Home
Rehabilitation of Stroke Patients
N. Alberto Borghese
1
Renato Mainetti
1
Michele Pirovano
1
,
2
Pier Luca Lanzi
2
1
Applied Intelligent Systems Laboratory - Department of Computer Science - University of Milano, Milano - Italy
2
Politecnico di Milano - Dipartimento di Elettronica, Informazione e Bioingegneria, Milano, Italy
{alberto.borghese, renato.mainetti, michele.pirovano}@unimi.it {pirovano,lanzi}@elet.polimi.it
Abstrct-The recent availability of advanced video game
interfaces (such as the Microsoft Kinect, the Nintendo WiiMote
and Balance Board) is creating interesting opportunities to
provide low-cost rehabilitation at-home for patients. In this
context, video games are rising as promising tools to guide
patients through their recovery experience and to increase their
motivation throughout the rehabilitation path. However, to be
applied to clinical scenarios, video games must be designed to
adhere to the clinical requirements and to meet doctors/patients
expectations. They also need to be integrated within multi-level
platforms that can allow different levels of monitoring, e.g., at
a personal level by the therapist, at the hospital level by the
doctors, and at the regional level by the government agencies.
In this paper, we overview an intelligent game engine for the
at-home rehabilitation of stroke patients The engine provides
several games that implement actual rehabilitation exercises and
have been developed in strict collaboration with therapists. It
is integrated in a patient station that provides several types of
monitoring and feedback using virtual and/or human therapists.
I. INTRODUCTION
Stroke is a major cause of adult disability in developed
countries and it totals about 16 million new frst stroke events
per year [1]. Given such increasing fgures, the cost of stroke
rehabilitation is expected to saturate National Health Service
Providers which are expected to be forced to shorten the
duration of the rehabilitation support. However, exercising
should be continued also outside the hospital to avoid losing
the benefts of hospital rehabilitation and to stabilize psycho
physical conditions. Moreover, accumulating evidence sug
gests that intensive rehabilitation allows recovering function
also months after the stroke event [2]. This requires daily
rehabilitation sessions that presently have to be carried out
in specialized centers, with the support of therapists. Unfortu
nately, only few patients can aford such an option as it is often
not supported by public health systems. This has an enormous
socio-economic impact also on the patients families who often
feel left alone by the health service providers [3] and patients
who should continue the therapy outside the hospital actually
drop out mostly due to high costs. But even when the costs
were covered, many patients lack the necessary motivation to
continue training for their recovery.
978-1-4673-6165-1/13/$3l.00 © 2013 IEEE
In fact, recent studies show that motivation is easier to be
stimulated in a comfortable environment and often hospitals
are not perceived as such so that patients may be better
motivated at home.
Virtual Reality (VR) has been explored as a viable tool to
support rehabilitation either alone [4], [5] or in combination
with robotics [6], as it was shown the potentiality of rich
graphics environments in capturing patients attention and mo
tivating them [7]. However, classical VR devices have turned
out to be expensive, intrusive, and unsuitable for a deployment
at home. Starting fom Nintendo Wii I, a shif of focus has been
recently observed in the gaming industry, in which Natural
User Interfaces (NUl) for home consoles, have been gaining
much interest. This has also spurred the development of new
low-cost interfaces: devices like Microsoft Kinect
2
make it
possible integrating highly reliable patient tracking into a low
cost platform that can be deployed at home.
In this paper, we show how specifcally designing games
and using NUl devices, a platform that can be used to guide
rehabilitation robustly can be built. Such a platform can be
used for rehabilitation at home only if it is integrated inside
a multi-level platform that allows remote supervision by the
hospital clinicians. These ideas have been developed inside
the Fitrehab project
3
and are being currently further pursued
inside the Rewire project
4
fnanced under the FP7 framework,
both coordinated by University of Milano.
II. RELATED WORK
The use of leT technology to help elder people in their
daily life has been explored in many research projects and
application areas. The Oldes project
S
ofered new technolog
ical solutions to improve the quality of life of elder people
through low-cost and easy to use entertainment devices and
health care platforms. The Neuroweb project
6
tried to improve
healthcare delivery through vertical integration of existing
clinical and genetic databases using an online web platform.
The BrainAble projecr7 conceived, designed, implemented and
1 http://www.nintendo.com
2 http://www.microsof.com/en-us/kinectforwindowsl
3 http://www.innovation4welfare.eu/2S7/subprojects/ftrehab.htm!
4http://www.rewire-project.eu/
S
http://www.oldes.eu/
6
http://nuke.neurowebkc.eu!
7 http://www.brainable.org