Design of a 3D Platform for Immersive Neurocognitive Rehabilitation
Abstract
:1. Introduction
- Unlike the current state-of-the-art, the tool allows us to create 3D environments both automatically (i.e., by using a planimetry) and manually (i.e., created ad-hoc by a therapist). In this way, it is possible to recreate an environment similar to the patient’s home, thus decreasing the stress induced by the rehabilitation sessions;
- Another novelty with respect to the common literature is that the tool allows us to create serious games with an increasing level of difficulty, thus allowing both patients to familiarize with the exercises and therapists to adapt game parameters according to the patients’ status;
- A final not common novelty of the proposed tool is the implementation of a random mechanism, inside each serious game, that allows it, for example, to place the objects in the rooms always in different positions, thus increasing the longevity of the rehabilitative exercises and, at the same time, limiting the habituation factor of the patients that, as well known, is a crucial aspect of the neurocognitive rehabilitation.
2. Related Work
2.1. Non Immersive Neurocognitive Rehabilitation
2.2. Immersive Neurocognitive Rehabilitation
3. Proposed Tool
- The patient starts the rehabilitation from the bedroom, in which the first exercise is performed;
- From the bedroom, the patient goes to the kitchen, where the second exercise is performed;
- From the kitchen, the patient moves to the living room, in which the third exercise is performed;
- From the living room, the patient goes to both the bathroom to perform the fourth exercise;
- Subsequently, the patient goes to the small bedroom to perform the fifth exercise;
- Finally, the patient goes to the office to perform the last exercise.
3.1. Exercise 1
- To get closer to the drawer;
- To bow in order to open the drawer;
- To open the drawer by pulling it towards his body;
- To get the key;
- To go to the closed door, and open it as a real door.
3.2. Exercise 2
3.3. Exercise 3
- The patient enters the living room and observes all the present objects;
- Subsequently, the patient goes to the garden next to the living room. As soon the patient reaches the garden, a random object changes its position and it is placed in the centre of the table;
- Next, the patient comes back in the living room, and has to move the object in the centre of the table to its original position.
3.4. Exercise 4
3.5. Exercise 5
3.6. Exercise 6
- The first number is obtained by summing all the chairs of the house;
- The second number is obtained from the difference between the chairs in the garden and the chairs in the living room. If the number is negative, the modulus is applied to the result;
- The last two numbers are obtained by dividing by two the total number of the chair’s legs.
- The first number is 9, obtained by summing ;
- The second number is 2, obtained by the subtraction ;
- The last two numbers are 18, by dividing 36, i.e., the total number of chairs legs, by 2.
4. Experiments and Discussion
4.1. Healthy Subjects Pre-Test
4.2. Test on Real Patients
4.2.1. Exercise 1
4.2.2. Exercise 2
4.2.3. Exercise 3
4.2.4. Exercise 4
4.2.5. Exercise 5
4.2.6. Exercise 6
4.3. Discussion
5. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Subject | Sex | Age | Videogame Experience |
---|---|---|---|
1 | F | 24 | No |
2 | M | 23 | Yes |
3 | M | 52 | No |
4 | F | 53 | No |
5 | M | 26 | Yes, had also VR experience |
6 | M | 29 | Yes, had little VR experience |
7 | M | 45 | Yes, had VR experience |
Subject | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
1 | 4.56 | 16 | 0.45 | 10 | 9 | 10 |
2 | 1.48 | 14 | 0.26 | 7 | 8 | 8 |
3 | 5.10 | 20 | 0.53 | 10 | 12 | 12 |
4 | 6.37 | 20 | 0.41 | 12 | 10 | 11 |
5 | 0.39 | 12 | 0.19 | 8 | 8 | 9 |
6 | 2.13 | 15 | 0.33 | 9 | 10 | 10 |
7 | 0.42 | 17 | 0.18 | 11 | 10 | 11 |
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Avola, D.; Cinque, L.; Pannone, D. Design of a 3D Platform for Immersive Neurocognitive Rehabilitation. Information 2020, 11, 134. https://doi.org/10.3390/info11030134
Avola D, Cinque L, Pannone D. Design of a 3D Platform for Immersive Neurocognitive Rehabilitation. Information. 2020; 11(3):134. https://doi.org/10.3390/info11030134
Chicago/Turabian StyleAvola, Danilo, Luigi Cinque, and Daniele Pannone. 2020. "Design of a 3D Platform for Immersive Neurocognitive Rehabilitation" Information 11, no. 3: 134. https://doi.org/10.3390/info11030134
APA StyleAvola, D., Cinque, L., & Pannone, D. (2020). Design of a 3D Platform for Immersive Neurocognitive Rehabilitation. Information, 11(3), 134. https://doi.org/10.3390/info11030134