
HarpyGame: A Customizable Serious Game for Upper Limb Rehabilitation after Stroke
Author(s) -
Gabriel Fernandes Cyrino,
Júlia Tannús,
Edgard Afonso Lamounier,
Alexandre Cardoso,
Alcimar Barbosa Soares
Publication year - 2020
Language(s) - English
Resource type - Conference proceedings
DOI - 10.5753/svr_estendido.2020.12960
Subject(s) - serious game , rehabilitation , computer science , personalization , virtual reality , process (computing) , stroke (engine) , human–computer interaction , work (physics) , interface (matter) , physical medicine and rehabilitation , user interface , video game , multimedia , physical therapy , medicine , engineering , mechanical engineering , bubble , maximum bubble pressure method , parallel computing , world wide web , operating system
Stroke is the most common disease that leads to the dexterity impairment of the upper limbs. Serious games have emerged as an advantageous and enjoyable alternative to rehabilitation treatment when compared to traditional therapies. This work presents the development of a customizable serious game, based on Virtual Reality techniques to achieve a more natural and intuitive interface. The game was developed to allow different types of input devices. In so doing, the system consists of a control panel for patient management and customization of the game, a serious game with a realistic environment with levels and adaptive tasks, and a database. The research considered the assistance of physiotherapists to provide protocols that the game followed. Results indicated significant acceptance by the patients, implying the system’s potential use in the post-stroke rehabilitation process of the upper limbs.