Biofeedback Applied to Interactive Serious Games to Monitor Frailty in an Elderly Population
Abstract
:1. Introduction
2. Literature Review
3. Materials and Methods
3.1. Materials
3.1.1. Hardware Used
3.1.2. Inclusion and Exclusion Criteria
- The user must have a personal computer or laptop and a webcam
- The user must be between the ages of 12 and 85
- The user must be in a spacious room during the game to avoid hitting their surroundings
- The playing room should be well lit with natural or voluminous artificial light
- It is desirable that there be at least one other person next to the user while they are playing
- People with vestibular problems and those who are sensitive to light should only use the system in the presence of others
- People who currently have minor musculoskeletal problems or have had them before.
3.1.3. Experimental Features
- (a)
- Information about testers
- (b)
- Testing plan and regulations
3.2. Methods
3.2.1. Overall View
- (a)
- Gaming platform
- Levels of settings
- Levels for the upper body
- Levels for the lower body.
- (b)
- Exercises used
- (1)
- “The sign of infinity”. This exercise is a simple activity for the upper extremities. The task involves putting your hands with the palms in front of you, bending your hands at the elbows, and describing the “sign of infinity” in the air. This exercise should be repeated 10 times for each hand, keeping in mind that the right hand moves clockwise and the left counterclockwise. The purpose of this exercise is to assess the player’s motor skills and coordination.
- (2)
- “Rope Pull”. This level is a movement that is exactly the same as a top-down rope pull, repeated 10 times overall. The goal is to assess the overall mobility of the upper extremities, as well as the accuracy and simultaneity of the movements.
- (3)
- “Inflating the lifejacket”. This exercise is similar to the previous one, but also involves the shoulder girdle. The activity is also aimed at assessing the synchronicity of actions and the general condition of the upper body.
- (4)
- “Sailing on a yacht”. The essence of this exercise is to steer the boat and pass through 10 control points, by moving the hips left and right. It is necessary to perform 10 repetitions in each direction. The purpose is to assess the general mobility of the joints of the pelvic area, and condition of the lumbar spine, as well as to train balance.
- (5)
- “Dinghy Control”. Conceptually, this exercise is similar to the previous one. The only difference is that this time, the movement is not with the hips but with the shoulder girdle. In this case, the main purpose of the exercise is to support and warm up the spine and examine its condition.
- (c)
- Game Interface
3.2.2. Architecture Explanation
3.2.3. Body Tracking System Description
- The hand recognition module has been reduced (fingers, palm).
- The face recognition module (eyes, mouth, nose, ears, eyebrows) was reduced.
- The storyboarding process was optimized, which allowed a stable 30 fps to be obtained (in the original state the rate was 18–24 fps).
3.2.4. Game Structure
- A level guide with a description of the task, and a demonstration of the movement to be performed by the player
- The actual playing process (performing the exercise)
- The result window, where the player sees how well they did, and the transition window to the next activity (level).
3.2.5. Data Collection Method
- Angle between shoulder and left hand forearm
- Angle between shoulder and right hand forearm
- Left hand position
- Right arm position
- Hip position
- Shoulder position
- Head position
- Head rotation angle.
- The timing of the player’s movements, both the total number and each repetition individually
- The maximum value of the deviation amplitude, which indicates the intensity of the exercise
- The activity as a whole, based on the number of peak values of the deviation amplitude
- The evaluative characteristic of motor skills, based on the direction in which there is a greater number of peak values of the deviation amplitude.
3.2.6. Data Saving and Interpretation
- Right- and left-hand angle data—information that allows you to assess the overall movement activity of the player when performing upper limb exercises
- Head angle and head displacement data—allow tracking the degree of rotation of the player’s head. Useful for understanding the approximate direction of the player’s gaze, as well as problems with general motor skills (for problems with the cervical spine
- Range data—show the general dynamics of the player’s position in space. Useful for evaluating general activity, as well as for evaluating the player’s movement during game activities
- Hips and shoulders displacement data—show the dynamic displacement of the player’s shoulders and hips, as well as the degree of this displacement
- Left and right arm displacement data—the activity of the player’s hand movement. Characteristics of upper and lower maximum deflection, smoothness, and accuracy of the movements
- Average arm, hip, and shoulder movements—characteristics that allow the average position of the body to be estimated, as well as individual areas of the body. Useful when researching into temporary or permanent partial atrophy, palsy, or dysfunction of the muscles of a particular area of the body.
3.2.7. Data Visualization
- Time to complete each task
- Amplitude of the received signal (by means of direct Fourier transform);
- Frequency of repetitions
- Repetition period
- Jitter and shimmer.
3.2.8. Data Comparison
- (a)
- Time parameter:
- (b)
- Amplitude parameter:
- (c)
- Frequency of repetitions:
- (d)
- Shimmer and Jitter:
4. Results
4.1. Comparison of Results
4.2. Explanations of Results
5. Discussion
6. Conclusions and Future Plans
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Reference | Aim of the Article | Hardware Used | Algorithm | Measurements | Results |
---|---|---|---|---|---|
[42] | Present low-cost full body rehabilitation framework for the generation of 3D immersive serious games | Camera system: ToF camera IR camera HDM device (Virtual Reality helmet) | GRU-RNN Virtual Reality algorithms | Track position of the body in space. | Increase in rehabilitation rates by an average 15% |
[43] | Introduce a smart rehabilitation system for the elderly, without requiring physical contact with traditional control systems. | Webcam | TANGO:H 2d representation system | The method used in the study is based on the evaluation of a vision-based gesture interface by measuring effectiveness, efficiency, and satisfaction. | Gestural exercises yielded higher percentages of task completion (>83%) and task effectiveness (>63%). Eye fatigue(x = 3.15; SD = 0.37). Accurate point is above average (x = 2.57; SD = 0.60) |
[44] | Improvement in the balance and postural control of adults. | Webcam + markers Vision-based interaction sensor Wii mote | Modified algorithm based on Kinect body tracking technology | Body position Balance indicators | Usage of interaction objects related to patient interests; patients performed the rehabilitation activity 13.5% faster than when the objects did not represent such interests |
[45] | Assess the effects on functional outcomes and treatment adherence of wearable technology and serious games currently used in physical rehabilitation of patients following traumatic bone and soft tissue injuries. | - | Comparison methods of serious games with standard therapy | The search yielded 2704 eligible articles, which were screened by 2 independent reviewers. | Serious games seem a safe alternative or addition to conventional physiotherapy following traumatic bone and soft tissue injuries. |
[46] | Describe of newly-developed platform of Remote Monitoring Validation Engineering System for motion rehabilitation. | Microsoft Kinect V2 Microsoft Band 2 | Leap Motion Cloud back-end | Different aspects of upper and lower limbs movement, balance, heart rate and electrodermal activity, balance shift. | Most games within this system are nearly useless for supervised analysis. |
[47] | Research into the effectiveness of SGs in motor rehabilitation for upper limb and movement/balance | - | Rehabilitation games and systems data systematizing and comparison | Meta-analysis including 61 studies reporting randomized controlled trials in which at least one intervention for motor rehabilitation is included. | Overall moderate effect of SGs on motor indexes, d = 0.59, [95% CI, 0.48, 0.71], p < 0.001 |
[48] | Evaluate the effects of novel immersive virtual reality technology used for serious games (Oculus Rift 2 plus leap motion controller—OR2-LMC) for upper limb outcomes. | Virtual Reality kit | Mixed methods intervention (MMI) | A mixed methods intervention study, with a qualitative design following technology intervention. | Good result in strength improvements, coordination and dexterity, and speed of participants. No side effects. |
[49] | Implement and tests of a system for assessment and monitoring movements, which includes the sensors from Kinect and Leap Motion Controller devices | Microsoft Kinect Leap Motion Controller Kinect | Leap Motion | Using additional motion capture tools along with the virtual game environment. | A study of the feasibility and effectiveness of supplementary remedies on the results of rehabilitation of upper limb problems. Verification of further effectiveness. |
[50] | The aim is to evaluate the Fietsgame (Dutch for cycling game), which translates existing rehabilitation exercises into fun exercise games | Control system based on Raspberry Pi Kinect v2 IoT platform | Kinect body tracking system | The study is conducted in a rehabilitation center with 9 participants, including 2 physiotherapists and 7 patients. 6 exercise games under the guidance of a physiotherapist. The mean age of the patients was 74.57 years; all the patients were in the recovery process following hip surgery. | The results showed that 75% to 100% of the patients experienced high levels of enjoyment in all the games except the squats game |
[51] | Present a rehabilitation system based on a customizable exergame protocol to prevent falls in the elderly population | Web Camera | Self-developed body tracking platform KINOPTIM | System based on depth sensors and exergames. Measuring of physical abilities and emotional reaction | Performance of the postural response is improved by an average of 80% |
Element | Characteristics |
---|---|
Desktop PC | |
CPU | Ryzen 7 3700x, s-AM4 3.6 GHz/32 Mb |
GPU | NVidia GeForce RTX 2070 Super, 8 Gb |
RAM | DDR4 32 Gb 2888 GHz |
HDD | Seagate Barracuda 1 Tb |
Web Camera | InnJoo FHD1080p (1920 × 1080) 60 fps |
Laptop Lenovo LEGION Y-540-IPS15i | |
CPU | Intel(R) Core(TM) i7-9750H CPU@ 2.60 GHz |
GPU | NVidia GeForce GTX 1660 Ti, 6 Gb |
RAM | DDR4 16 Gb 2888 GHz |
SSD | INTEL SSD PEKKW010T8L 1Tb |
Web Camera | Integrated Web Camera 720p (1080 × 720) 30 fps |
№ | Gender | Age | Height | Weight | Spine or Limbs Problems | Country |
---|---|---|---|---|---|---|
1 | Male | 26 | 182 | 72 | Left clavicle fracture | Ukraine |
2 | Female | 25 | 179 | 89 | - | Morocco |
3 | Male | 26 | 178 | 77 | Left arm fracture | Pakistan |
4 | Female | 42 | 167 | 55 | Right wrist injury | Spain |
5 | Male | 27 | 170 | 65 | - | Spain |
6 | Male | 25 | 178 | 72 | Left shoulder injury | Spain |
7 | Male | 31 | 173 | 78 | - | Pakistan |
8 | Male | 25 | 169 | 69 | - | Colombia |
9 | Female | 21 | 159 | 50 | Right hip fracture | Czech Republic |
10 | Male | 22 | 176 | 63 | - | Italy |
Parameter | Title 2 |
---|---|
Left arm position | Object X. and Y.properties coordinate recording |
Right arm position | Object X. and Y.properties coordinate recording |
Head rotation angle | Function of coordinates transform + Vector angle calculation |
Head position | Object X.properties coordinate recording |
Shoulder position | Object X.properties coordinate recording |
Hip position | Object X.properties coordinate recording |
Body Parameter | Point 1 | Point 2 | Point 3 | Point 4 | Point 5 | Point 6 | Point 7 | Point 8 | Point 9 | Point 10 |
---|---|---|---|---|---|---|---|---|---|---|
rightAngelData | −3.660 | −3.660 | −8.564 | −8.564 | −8.564 | −7.300 | −5.835 | −5.835 | −4.547 | −4.547 |
leftAngelData | −82.022 | −82.042 | −82.006 | −81.974 | −81.974 | −82.679 | −82.825 | −82.789 | −83.523 | −83.467 |
HeadAngelData | 179.786 | 179.780 | 179.791 | 179.784 | 179.805 | 179.794 | 179.795 | 179.789 | 179.792 | 179.785 |
HipsData | 8.276 | 6.507 | 7.878 | 7.878 | 5.987 | 4.728 | 6.099 | 4.788 | 6.159 | 6.159 |
HeadData | 179.788 | 179.786 | 179.780 | 179.791 | 179.784 | 179.805 | 179.794 | 179.795 | 179.789 | 179.792 |
rangeData | 6.908 | 6.965 | 6.997 | 7.054 | 7.043 | 7.039 | 7.091 | 7.139 | 7.150 | 7.209 |
shoulderData | −0.037 | 0.862 | −0.509 | −0.509 | 0.318 | 0.095 | −1.276 | −1.336 | −2.707 | −2.707 |
leftMoveData | −58.095 | −58.103 | −58.103 | −58.103 | −58.128 | −58.115 | −58.115 | −58.138 | −58.138 | −58.138 |
rightMoveData | −56.344 | −56.381 | −56.383 | −56.383 | −56.145 | −55.957 | −55.951 | −56.100 | −56.107 | −56.107 |
averageArmLData | 60.127 | −57.823 | −58.518 | −50.405 | 6.438 | −19.626 | −49.406 | 48.971 | −53.573 | −41.703 |
averageArmRData | 77.494 | −49.893 | −56.770 | 15.153 | −12.699 | −33.412 | 27.298 | −55.278 | 2.442 | −2.859 |
averageHipsData | 95.968 | 4.780 | 7.458 | 8.700 | 8.086 | 8.137 | 8.336 | 6.683 | 8.547 | 8.080 |
averageShouldersData | 47.749 | −3.716 | −0.577 | −0.610 | −0.642 | −0.603 | −1.873 | −0.038 | −2.035 | −1.135 |
Result | Time, s | Min. Amplitude, % | Max. Amplitude, % | Frequency, Hz | Shimmer Absolute, dB | Shimmer Relative | Shimmer, % | Jitter Absolute | Jitter Relative | Jitter, % |
---|---|---|---|---|---|---|---|---|---|---|
LEFT HAND | ||||||||||
Etalon | 13.01 | −68.15 | 67.52 | 0.859 | 11.78 | 0.029 | 2.886 | 0.076 | 0.064 | 5.344 |
Bad | 9.46 | −87.34 | 77.69 | 1.025 | 25.14 | 0.318 | 31.827 | 0.414 | 0.512 | 63.168 |
Exercise | 9.41 | −87.37 | 69.75 | 1.297 | 10.59 | 0.042 | 4.241 | 0.067 | 0.080 | 9.701 |
InGame | 15.26 | −87.34 | 77.55 | 0.806 | 16.29 | 0.033 | 3.280 | 0.164 | 0.118 | 8.438 |
RIGHT HAND | ||||||||||
Etalon | 13.01 | −84.37 | 66.29 | 0.8591 | 8.69 | 0.029 | 2.940 | 0.091 | 0.076 | 6.380 |
Bad | 9.46 | −85.22 | 76.35 | 1.025 | 25.04 | 0.373 | 37.262 | 0.389 | 0.477 | 58.548 |
Exercise | 9.41 | −85.04 | 64.78 | 1.297 | 16.67 | 0.056 | 5.568 | 0.084 | 0.102 | 12.228 |
InGame | 15.26 | −83.75 | 76.99 | 0.806 | 13.00 | 0.035 | 3.483 | 0.196 | 0.140 | 9.997 |
Result | Time, s | Min. Amplitude, % | Max. Amplitude, % | Frequency, Hz | Shimmer Absolute, dB | Shimmer Relative | Shimmer, % | Jitter Absolute | Jitter Relative | Jitter, % |
---|---|---|---|---|---|---|---|---|---|---|
Ordinary Exercise | ||||||||||
Etalon | 25.39 | −19.4 | 19.7 | 28.55 | 0.44 | 7.91 | 0.044 | 4.398 | 0.590 | 0.241 |
Bad | 12.41 | −11.92 | 28.67 | 31.01 | 0.82 | 13.54 | 0.198 | 19.77 | 0.229 | 0.201 |
Try 1 | 11.24 | −19.04 | 11.15 | 24.75 | 0.91 | 10.76 | 0.120 | 12 | 0.158 | 0.140 |
Try 2 | 10.94 | −9.46 | 22.86 | 29.12 | 0.93 | 7.91 | 0.057 | 5.731 | 0.142 | 0.130 |
Try 3 | 10.61 | −15.16 | 18.98 | 27.66 | 0.96 | 10.38 | 0.112 | 11.241 | 0.108 | 0.096 |
Try 4 | 10.54 | −12.28 | 17.88 | 26.72 | 1.06 | 4.94 | 0.055 | 5.498 | 0.100 | 0.095 |
Try 5 | 10.44 | −10.96 | 20.92 | 28.09 | 0.98 | 11.04 | 0.090 | 8.955 | 0.082 | 0.083 |
Try 6 | 9.18 | −13.81 | 17.58 | 26.824 | 1.12 | 7.82 | 0.092 | 9.233 | 0.128 | 0.139 |
In-Game Exercise | ||||||||||
Etalon | 19.27 | −37.20 | 41.82 | 70.35 | 0.31 | 15.41 | 0.084 | 8.422 | 0.508 | 0.155 |
Bad | 29.79 | −38.53 | 38.27 | 63.08 | 0.28 | 17.85 | 0.178 | 17.770 | 2.758 | 0.484 |
Try 1 | 28.00 | −45.05 | 58.12 | 80.16 | 0.21 | 19.83 | 0.136 | 13.585 | 0.330 | 0.077 |
Try 2 | 25.69 | −45.06 | 46.28 | 76.19 | 0.23 | 13.40 | 0.092 | 9.168 | 0.223 | 0.050 |
Try 3 | 25.72 | −39.05 | 49.01 | 83.95 | 0.19 | 18.02 | 0.182 | 18.24 | 0.545 | 0.127 |
Try 4 | 23.17 | −42.46 | 44.82 | 70.47 | 0.3 | 21.70 | 0.196 | 19.573 | 0.368 | 0.105 |
Try 5 | 22.88 | −43.91 | 46.9 | 74.81 | 0.26 | 21.39 | 0.162 | 16.153 | 0.952 | 0.254 |
Try 6 | 22.09 | −22.68 | 26.4935 | 43.81 | 0.23 | 15.76 | 0.153 | 15.327 | 0.778 | 0.187 |
Result | Time Standard, s | Time Standard Error, % | Time In-Game, s | Time In-Game Error, % | Percentage of Standard Accuracy, % | Percentage of In-Game Accuracy, % |
---|---|---|---|---|---|---|
Etalon | 25.39 | 0 | 19.27 | 0 | 100 | 100 |
Try 1 | 11.24 | 55.73 | 29.79 | 45.30 | 44.27 | 54.70 |
Try 2 | 10.94 | 56.91 | 28 | 33.32 | 43.09 | 66.68 |
Try 3 | 10.61 | 58.21 | 25.69 | 33.47 | 41.79 | 66.53 |
Try 4 | 10.54 | 58.49 | 25.72 | 20.24 | 41.51 | 79.76 |
Try 5 | 10.44 | 58.88 | 23.17 | 18.73 | 41.12 | 81.27 |
Try 6 | 9.18 | 63.84 | 22.88 | 14.63 | 36.16 | 85.37 |
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Shapoval, S.; García Zapirain, B.; Mendez Zorrilla, A.; Mugueta-Aguinaga, I. Biofeedback Applied to Interactive Serious Games to Monitor Frailty in an Elderly Population. Appl. Sci. 2021, 11, 3502. https://doi.org/10.3390/app11083502
Shapoval S, García Zapirain B, Mendez Zorrilla A, Mugueta-Aguinaga I. Biofeedback Applied to Interactive Serious Games to Monitor Frailty in an Elderly Population. Applied Sciences. 2021; 11(8):3502. https://doi.org/10.3390/app11083502
Chicago/Turabian StyleShapoval, Serhii, Begoña García Zapirain, Amaia Mendez Zorrilla, and Iranzu Mugueta-Aguinaga. 2021. "Biofeedback Applied to Interactive Serious Games to Monitor Frailty in an Elderly Population" Applied Sciences 11, no. 8: 3502. https://doi.org/10.3390/app11083502
APA StyleShapoval, S., García Zapirain, B., Mendez Zorrilla, A., & Mugueta-Aguinaga, I. (2021). Biofeedback Applied to Interactive Serious Games to Monitor Frailty in an Elderly Population. Applied Sciences, 11(8), 3502. https://doi.org/10.3390/app11083502