Usability of the REHOME Solution for the Telerehabilitation in Neurological Diseases: Preliminary Results on Motor and Cognitive Platforms
Abstract
:1. Introduction
- Introducing the technological solution developed in the REHOME project, highlighting its main components, innovative features, and methodological approaches to meet the needs of patients and healthcare professionals and overcome the main weaknesses of telemedicine and eHealth services that emerge in the literature;
- Presenting three experimental protocols concerning the motor and cognitive platforms that involved groups of elderly patients affected by Parkinson’s disease (and forms of atypical parkinsonism) and mild cognitive impairment, target pathologies of the REHOME project;
- Presenting the preliminary results on the usability and user experience evaluation using questionnaires administered to the participants to get feedback on the strengths and weaknesses of the developed platforms.
2. Materials and Methods
2.1. The Architecture of the Solution
- HCP Platform (HCPP): to monitor patients remotely and to assess their progress;
- Cognitive Rehabilitation and Gaming Platform (CRGP): based on gaming to train five different cognitive domains and to improve memory and orientation skills;
- Motor Rehabilitation and Exergames Platform (MREP): for automatic assessment and rehabilitation of motor disabilities concerning limbs, posture, balance, and coordination;
- Sleep Evaluation Platform (SEP): to detect and evaluate sleep disorders.
2.2. HCP Platform
- generic dashboards, common to the various diseases, summarizing the salient data in graphs and diagrams like scores, times, adherence, statistics, and variations over time of variables of interest;
- specific dashboards for each disease, tailored according to the needs and requirements of each platform (like views for specific data or domain specifics graphs, including video recording of training sessions).
2.3. Cognitive Rehabilitation and Gaming Platform
2.3.1. Spatial Memory Domain
2.4. Motor Rehabilitation and Exergames Platform
2.4.1. Assessment of the Motor Function through RGB-Depth Sensors
- Body motor tasks: traditional evaluative tasks derived from the UPDRS and balance scales, including leg agility (LA), sit-to-stand (S2S), gait (G), posture and postural stability (PoS), suitable for both parkinsonian and post-stroke hemiplegic subjects which belong to this category.
- Upper limb motor tasks: traditional evaluative tasks for the upper limbs derived from the UPDRS (i.e., finger tapping, hand movements, pronation and supination) and the MESUPES-Hand scale [53] (specifically, a subset of range-of-motion tasks) which belong to this category.
- Motor tasks in the virtual environment: to this category belong two exergames that stress motor control and coordination, specifically Lateral Weight Lifting (LWL) and Frontal Weight Lifting (FWL) of the upper limbs, and the exergame Bouncing Ball (BB), a gamified version of traditional leg agility.
2.4.2. Motor Rehabilitation with Exergames in a Virtual Environment
- Cross-country skiing (CCS): this exergame has been designed to stimulate synchronized and alternating movement of the upper limbs. Continuous and rhythmic movements of the upper limbs make a virtual skier (avatar) move on a cross-country track to the finish line. When the movement of the upper limbs is interrupted or is not rhythmic, the skier stops, thus stimulating the patient to resume the correct movement (Figure 5a). The scene reproduces a snowy scenario. Several gems are placed on the track, stimulating the patient to collect them by moving the avatar correctly. Total points and elapsed time are displayed in the upper right corner.
- Airplane (PLANE): this exergame has been designed to stimulate trunk movements and upper limb control. Trunk movements, while the arms are held in lateral extension at shoulder height, guide a virtual airplane (avatar) on a flight pathway consisting of a few rings and obstacles placed along the track. The goal is to guide the plane through the rings, avoiding the obstacles, to the end of the track. This game stimulates the user in moving the trunk correctly and continuously, while simultaneously keeping the arms in extension (Figure 5b). The scene reproduces a flight scenario. Colored circles on the flight path indicate the trajectory to follow, thus stimulating the patient to make trunk movements to pass only through the circles of the correct color, avoiding the others and obstacles. Total points and elapsed time are displayed in the upper right corner.
- Keyboard (KEY): this exergame has been designed to stimulate control of arm pointing and extension abilities. Arm movements move a virtual hand on a keyboard composed of colored keys, which light up in a predetermined sequence. Each key is associated with a sound. The goal is to repeat the proposed sequence by pressing the corresponding keys, while keeping the arm extended frontally, to compose a short “melody”. Pressing non-illuminated keys does not produce the associated sound, thus stimulating the user to correct the arm position (Figure 5c). The scene shows a piano with five colored keys. The keys light up one at a time in a random sequence, thus stimulating the patient to correctly point the extended arm at the lit key. Total points and elapsed time are displayed in the upper right corner.
2.5. Sleep Evaluation Platform
2.6. Usability Evaluation for CRGP and MREP Components
2.6.1. CRGP: Spatial Memory Domain on Elderly People with Mild Cognitive Disorders
2.6.2. MREP: Assessment of Motor Condition on PD Subjects
2.6.3. MREP: Motor Rehabilitation on Subjects with Movement Disorders
3. Results
3.1. CRGP: Usability of Spatial Memory Domain on Elderly People with Mild Cognitive Disorders
3.2. MREP: Usability of the Assessment of Motor Condition in PD Subjects
3.3. MREP: Usability of Motor Rehabilitation on Subjects with Movement Disorders
4. Discussion
- (a)
- The development and integration of various sensors and methodologies for multi-source signal collection, thus facilitating a more comprehensive analysis of patients’ overall condition and treatment effects. This novelty intends to overcome the limitations of many eHealth platforms and services that focus only on specific individual aspects without providing a comprehensive overview of the patient’s condition. Instead, this novelty could be particularly relevant from a clinical perspective, especially in complex and multi-system pathologies such as those considered by the REHOME project;
- (b)
- The use of recent, innovative, and promising methodologies in the context of motor and cognitive rehabilitation, such as gamification and exergaming in virtual environments, to favor patient condition assessment and motor–cognitive training in playful, fun, life-situation-inspired, and rewarding environments, with a focus on patients’ engagement, needs, motivations, and aesthetic preferences [101,102]. This novelty intends to foster greater patient involvement and satisfaction, thus enticing the patient to continue with the treatment according to the therapeutic plan. In this way, it could be possible to overcome the decline in interest that is one of the main issues of technological solutions as emerges in the literature;
- (c)
- Personalization of rehabilitation treatment and monitoring of different domains (motor, cognitive, sleep) through the definition of a customizable plan (e.g., in terms of type, difficulty, frequency, and duration of exercises) based on the patients’ needs, health conditions, and progress in achievement of new rehabilitation goals. This feature allows the patient’s current condition to be taken into account. On the one hand, this avoids discouraging him or her with exercises that are too difficult or stressful. This allows the therapist to easily set new therapeutic goals (e.g., increasing the difficulty or duration of exercises) that can be achieved by the patient. The lack of customization is another of the weaknesses highlighted in the literature, which does not allow a technological solution to easily and quickly adapt to different scenarios and specific needs;
- (d)
- High usability and interaction, through user interfaces specifically designed to facilitate the use of individual platforms, even in the home and unsupervised scenarios. This aspect allows the solution to be easily usable by the patient or with the support of a caregiver, but without specific technological expertise. The complexity, difficulty of use, and poor comfort of sensors and devices are known issues in the literature, which cause technological solutions to be gradually abandoned because they are often considered too complex and impractical;
- (e)
- The development of a scalable, flexible, easily extendible, cloud-based, and distributed microservices architecture based on standard HL7 FHIR protocol and models. This architectural style aims to reduce the costs of integrating additional or third-party home platforms and services to monitor and rehabilitate other pathological conditions. Moreover, using HL7 FHIR improves interoperability and data exchange with other healthcare infrastructures.
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Domain | Skills | Approach | Technology/Devices |
---|---|---|---|
Spatial memory domain |
| 3D Videogame spatial navigation in a virtual city (MindTheCity!) | Tablet, keyboard or joystick |
Cognitive–motor rehabilitation domain |
| 3D Videogame—exploring a virtual desert island to activate specific mini-games (MindTheCraft!) | Tablet, keyboard or joystick |
Single domain and ecological exercises |
| 360-degree exploration of environments and cognitive exercises in daily life virtual contexts | Tablet |
Function | Skills | Approach | Technology/Devices |
---|---|---|---|
Assessment of motor condition |
| Standardized motor tasks and exercises in virtual environment using non-invasive body tracking algorithms | RGB-Depth camera (Azure Kinect DK, Microsoft®, Microsoft Corporation, Redmond, WA, USA) |
Motor rehabilitation |
| 3D exergames in virtual environment | RGB-Depth camera (Azure Kinect DK, Microsoft®, Microsoft Corporation, Redmond, WA, USA) |
Upper limb rehabilitation |
| Hand movement exercises using sEMG | sEMG Armband (REMO®, Morecognition s.r.l., Turin, Italy) |
Function | Signals and Parameters | Technology/Devices |
---|---|---|
Evaluation of sleep disorders | Respiratory rate, hearth rate (ECG) | Chest strap (sensor prototype by Astel s.r.l., Pavone Canavese, Turin, Italy) |
EEG, EOG, orinasal flux | Cap (sensor prototype by Astel s.r.l., Pavone Canavese, Turin, Italy) | |
Periodic Leg Movements | Socks (sensor prototype by Astel s.r.l., Pavone Canavese, Turin, Italy) | |
Room noise, temperature, humidity, illumination | Environmental sensor (Omron®, Kyoto, Japan) | |
Presence in bed, quantity of movement, respiration and hearth rates | Pressure band (Emfit QS®, Emfit Ltd., Vaajakoski, Finland) | |
Relevant body movement events | RGB-Depth camera (Azure Kinect DK, Microsoft®, Microsoft Corporation, Redmond, San Francisco, CA, USA)—only infrared streaming |
Platform | # Subjects | Age | Target | Exclusion Criteria |
---|---|---|---|---|
CRGP—Spatial memory domain | 28 (14 M/14 F) | 73.0 ± 5.0 | Elderly people affected by mild neurocognitive disorder (DSM-5) |
|
MREP—Assessment of motor condition | 27 (14 M/13 F) | 69.8 ± 9.1 | Subjects affected by Parkinson’s disease |
|
MREP—Motor rehabilitation | 15 (8 M/7 F) | 71.4 ± 7.2 | Subjects affected by Parkinson’s disease, atypical parkinsonism |
|
Questionnaire Categories (Reference Items) | % Positive Rating 1 (N = 27) |
---|---|
Usefulness (items 3,4) 2 | 87.1% |
Usability (items 5,6,7) 2 | 90.1% |
Easy-of-use (item 8) | 91.7% |
Easy-of-use (item 9) 3 | 88.9% |
User Engagement (item 10) 3 | 87.7% |
User Perceived Status (items 11,12) 2 | 98.2% |
Overall Satisfaction (item 2) | 96.3% |
Questionnaire Categories (Reference Items) | % Positive Rating 1 (N = 15) |
---|---|
User satisfaction (item 1) | 70.0% |
Easy-of-use (items 2, 3, 4) 2 | 53.0% |
System coherence (items 5, 6) 2 | 85.0% |
Usability (items 7, 8, 9, 10) 2 | 60.0% |
Overall Satisfaction 3 | 50.0% |
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Ferraris, C.; Ronga, I.; Pratola, R.; Coppo, G.; Bosso, T.; Falco, S.; Amprimo, G.; Pettiti, G.; Lo Priore, S.; Priano, L.; et al. Usability of the REHOME Solution for the Telerehabilitation in Neurological Diseases: Preliminary Results on Motor and Cognitive Platforms. Sensors 2022, 22, 9467. https://doi.org/10.3390/s22239467
Ferraris C, Ronga I, Pratola R, Coppo G, Bosso T, Falco S, Amprimo G, Pettiti G, Lo Priore S, Priano L, et al. Usability of the REHOME Solution for the Telerehabilitation in Neurological Diseases: Preliminary Results on Motor and Cognitive Platforms. Sensors. 2022; 22(23):9467. https://doi.org/10.3390/s22239467
Chicago/Turabian StyleFerraris, Claudia, Irene Ronga, Roberto Pratola, Guido Coppo, Tea Bosso, Sara Falco, Gianluca Amprimo, Giuseppe Pettiti, Simone Lo Priore, Lorenzo Priano, and et al. 2022. "Usability of the REHOME Solution for the Telerehabilitation in Neurological Diseases: Preliminary Results on Motor and Cognitive Platforms" Sensors 22, no. 23: 9467. https://doi.org/10.3390/s22239467
APA StyleFerraris, C., Ronga, I., Pratola, R., Coppo, G., Bosso, T., Falco, S., Amprimo, G., Pettiti, G., Lo Priore, S., Priano, L., Mauro, A., & Desideri, D. (2022). Usability of the REHOME Solution for the Telerehabilitation in Neurological Diseases: Preliminary Results on Motor and Cognitive Platforms. Sensors, 22(23), 9467. https://doi.org/10.3390/s22239467