Upper extremity rehabilitation after stroke: biofeedback gaming for attention and muscle use

  • Authors:
  • Subhasis Banerji;John Heng;Barry Pereira

  • Affiliations:
  • National University of Singapore, Singapore;Nanyang Technological University, Singapore;National University of Singapore, Singapore

  • Venue:
  • Proceedings of the 6th International Conference on Rehabilitation Engineering & Assistive Technology
  • Year:
  • 2012

Quantified Score

Hi-index 0.00

Visualization

Abstract

One of the most important objectives of therapy is the biomechanically correct use of muscles during various rehabilitation exercises, particularly functional tasks practice. Due to the lack of quantifiable real-time measures during therapy, wrong muscles can repeatedly be activated. Another important objective is that the patients maintain a highly attentive state during therapy sessions. This paper outlines a biofeedback gaming system which will enable the user to interact with an 8-channel arm glove while self-administering basic therapy for hand, wrist and forearm. This graphic user interface is driven by muscle and brain signals. The game design keeps in mind specific challenges of patients with right side hemiplegia, i.e. those with left brain lesions. This category of patients has a high probability of difficulties with language, cognition, number and word recognition, visual resolution and the like. Results are described as feedback from healthy subjects in various age groups who used the system, as a precursor to trying the games on stroke patients.