Functional Telerehabilitation System in Interactive Virtual Environments and Biomedical Technologies. / Sistema de telerehabilitación funcional en entornos virtuales interactivos y tecnologías biomédicas.

  • Liliana RODRÍGUEZ TOVAR Antonio José de Sucre Corporación Universitaria. Colombia.
  • Javier E. SIERRA Universidad de Sucre. Colombia
  • Claudia PACHÓN FLÓREZ Antonio José de Sucre Corporación Universitaria. Colombia.
  • Meryene BARRIOS BARRETO Antonio José de Sucre Corporación Universitaria. Colombia

Resumen

ABSTRACT

This article shows the development and implementation of a functional telerehabilitation system by using interactive virtual environments and biomedical technologies in patients with cerebral palsy sequelae, with limited upper and lower limb movements. The system facilitates therapeutic intervention with telerehabilitation through video games developed in Scratch®, by means of Kinect as an interface for acquiring movements. By developing a video game in an easily configured programming language, therapists can change and adjust the challenges of each therapeutic intervention in an interactive, friendly and funny way, according to progress, and motivating the patient to continue with his evolution. Results show improvement in children with cerebral palsy, with movement limitations of their upper or lower limbs.

RESUMEN

En este artículo se muestra el desarrollo e implementación de un sistema de telerehabilitación funcional empleando entornos virtuales interactivos y tecnologías biomédicas en pacientes con secuelas de parálisis cerebral con limitación en los movimientos de las extremidades superiores e inferiores. El sistema facilita la intervención terapéutica empleando la telerehabilitación a través de videojuegos desarrollados en Scratch®, con el uso de Kinect como interfaz de adquisición de movimientos. Al desarrollar un videojuego en un lenguaje de programación de fácil configuración, permite que los terapeutas puedan cambiar y ajustar los retos de cada intervención terapéutica de forma interactiva, amigable y divertida, acorde al progreso y motivando al paciente a continuar con su evolución. Los resultados muestran mejora en niños con parálisis cerebral, con limitaciones en movimiento a nivel de miembros superiores o inferiores.

Citas

ARLATI, S., KEIJSERS, N., FERRIGNO, G., & SACCO, M. (2020). A protocol for the comparison of reaching gesture kinematics in physical versus immersive virtual reality. 2020 IEEE International Symposium on Medical Measurements and Applications (MeMeA), 1–6. https://doi.org/10.1109/MeMeA49120.2020.9137117

BARRIOS, M., RODRIGUEZ, L., PACHÓN, C., MEDINA, B., & SIERRA, J. E. (2019). Functional telerehabilitation based on interactive virtual environments as a rehabilitation proposal for patients with disabilities. Espacios, 40(25), 1–14. https://www.revistaespacios.com/a19v40n25/a19v40n25p01.pdf

BENRACHOU, D. E., MASMOUDI, M., DJEKOUNE, O., ZENATI, N., & OUSMER, M. (2020). Avatar-Facilitated Therapy and Virtual Reality: Next-Generation of Functional Rehabilitation Methods. 020 1st International Conference on Communications, Control Systems and Signal Processing (CCSSP), 298–304. https://doi.org/10.1109/CCSSP49278.2020.9151528

CASANOVA, M., MUÑOZ, J., HENAO, O., & DAVID, L. (2015). Exergames como herramienta para la evaluación del equilibrio postural en un paciente con esclerosis múltiple. IEEE. https://www.researchgate.net/profile/John_Munoz4/publication/283546834_Exergames_as_a_tool_for_the_assessment_of_postural_balance_in_a_patient_with_multiple_sclerosis_The_role_of_biomechanical_analysis_in_the_quantification_of_movement/links/57964ba708aeb

COUTO SOARES, J., VIEIRA, A., & GABRIEL, J. (2013). Assisted living: Home physiotherapy demo. 2013 2nd Experiment@ International Conference (Exp.at’13), 162–163. https://doi.org/10.1109/ExpAt.2013.6703054

DE ARAUJO, F. M. A., VIANA FILHO, P. R. F., ADAD FILHO, J. A., FONSECA FERREIRA, N. M., VALENTE, A., & SOARES, S. F. S. P. (2019, August 1). A new approach of developing games for motor rehabilitation using Microsoft Kinect. 2019 IEEE 7th International Conference on Serious Games and Applications for Health, SeGAH 2019. https://doi.org/10.1109/SeGAH.2019.8882457

DOCKX, K., BEKKERS, E. M. J., VAN DEN BERGH, V., GINIS, P., ROCHESTER, L., HAUSDORFF, J. M., MIRELMAN, A., & NIEUWBOER, A. (2016). Virtual reality for rehabilitation in Parkinson’s disease. In Cochrane Database of Systematic Reviews (Vol. 2016, Issue 12). John Wiley and Sons Ltd. https://doi.org/10.1002/14651858.CD010760.pub2

DULAU, E., BOTHA-RAVYSE, C. R., & LUIMULA, M. (2019). Virtual reality for physical rehabilitation: A Pilot study How will virtual reality change physical therapy? 10th IEEE International Conference on Cognitive Infocommunications, CogInfoCom 2019 - Proceedings, 277–282. https://doi.org/10.1109/CogInfoCom47531.2019.9089980

ENG, K., SIEKIERKA, E., CAMEIRAO, M., ZIMMERLI, L., PYK, P., DUFF, A., EROL, F., SCHUSTER, C., BASSETTI, C., KIPER, D., & VERSCHURE, P. (2007). Cognitive virtual-reality based stroke rehabilitation. IFMBE Proceedings, 14(1), 2839–2843. https://doi.org/10.1007/978-3-540-36841-0_718

FARRENY, M. A., BUEN, M. C., AGUIRREZABAL, A., FERRIOL, P., TOUS, F., & ALCALDE, M. A. (2012). Play for health (P4H): una nueva herramienta en telerehabilitación. Rehabilitación, 46(2), 135–140. https://doi.org/10.1016/j.rh.2012.01.001

FENG, H., LI, C., LIU, J., WANG, L., MA, J., LI, G., GAN, L., SHANG, X., & WU, Z. (2019). Virtual reality rehabilitation versus conventional physical therapy for improving balance and gait in parkinson’s disease patients: A randomized controlled trial. Medical Science Monitor, 25, 4186–4192. https://doi.org/10.12659/MSM.916455

FERENCIK, N., BUNDZEL, M., HRUSKA, L., & CIK, I. (2020). Patient assessment using computer games in rehabilitation. SAMI 2020 - IEEE 18th World Symposium on Applied Machine Intelligence and Informatics, Proceedings, 51–55. https://doi.org/10.1109/SAMI48414.2020.9108758

FONSECA, A., ALULEMA, D., PINEDA, F., & MOROCHO, D. (2020). Auxiliar Prototype for Physiotherapy Using Kinect. 2020 Seventh International Conference on EDemocracy & EGovernment (ICEDEG), 269–274. https://doi.org/10.1109/ICEDEG48599.2020.9096782

GLEGG, S. (2017). Virtual Rehabilitation with Children: Challenges for Clinical Adoption [From the Field]. IEEE Pulse, 8(6), 3–5. https://doi.org/10.1109/MPUL.2017.2750858

HUKIC, A., DOLINSEK, I., ZAJC, D., VESEL, M., KRIZMANIC, T., POTISK, K. P., BLAZICA, B., BIASIZZO, A., & NOVAK, F. (2017). Telerehabilitation of upper extremities with target based games for persons with Parkinson’s disease. International Conference on Virtual Rehabilitation, ICVR, 2017-June. https://doi.org/10.1109/ICVR.2017.8007466

LEVAC, D. E., TAYLOR, M. M., PAYNE, B., & WARD, N. (2019). Influence of virtual environment complexity on motor learning in typically developing children and children with cerebral palsy. International Conference on Virtual Rehabilitation, ICVR, 2019-July. https://doi.org/10.1109/ICVR46560.2019.8994487

PACHOULAKIS, I., XILOURGOS, N., PAPADOPOULOS, N., & ANALYTI, A. (2017). Enrichment of a Kinect-based Physiotherapy and Assessment Platform for Parkinson’s disease Patients. Advances in Image and Video Processing, 5(1), 31. https://doi.org/10.14738/aivp.51.2750

QUADRADO, V. H., SILVA, T. D. DA, FAVERO, F. M., TONKS, J., MASSETTI, T., & MONTEIRO, C. B. DE M. (2019). Motor learning from virtual reality to natural environments in individuals with Duchenne muscular dystrophy. Disability and Rehabilitation: Assistive Technology, 14(1), 12–20. https://doi.org/10.1080/17483107.2017.1389998

RAMÍREZ, E., MORENO, F., OJEDA, J., MENA, C., RODRÍGUEZ, O., RANGEL, J., & ÁLVAREZ, S. (2014). Un Framework para la Rehabilitación Física en Miembros Superiores con Realidad Virtual. Revista Venezolana de Computación, 1(1), 8–16. http://saber.ucv.ve/ojs/index.php/rev_vcomp/article/view/6931/6671

SCHEIDEMAN-MILLER, C., CLARK, P. G., MOORAD, A., POST, M. L., HODGE, B. G., & SMELTZER, S. (2003). Efficacy and sustainability of a telerehabilitation program. Proceedings of the 36th Annual Hawaii International Conference on System Sciences, HICSS 2003. https://doi.org/10.1109/HICSS.2003.1174380

SCRATCH, F. (2018). Scratch - Imagine, Program, Share. MIT Media Lab. https://scratch.mit.edu/

SHAHAB, M., RAISI, M., HEJRATI, M., TAHERI, A. R., & MEGHDARI, A. (2019). Virtual Reality Robot for Rehabilitation of Children with Cerebral Palsy (CP). ICRoM 2019 - 7th International Conference on Robotics and Mechatronics, 63–68. https://doi.org/10.1109/ICRoM48714.2019.9071878

VIÑAS-DIZ, S., & SOBRIDO-PRIETO, M. (2016). Virtual reality for therapeutic purposes in stroke: A systematic review. Neurología (English Edition), 31(4), 255–277. https://doi.org/10.1016/j.nrleng.2015.06.007

YAGÜE, S., LEKUONA, A., & SANZ, R. (2016). Los videojuegos en el tratamiento fisioterápico de la parálisis CEREBRAL. FISIOTERAPIA, 38(6), 295–302. HTTPS://DOI.ORG/10.1016/J.FT.2015.11.005

YEH, S. C., LEE, S. H., CHAN, R. C., & CHEN, S. (2019). A kinect-based system for stroke rehabilitation. Proceedings - 2019 12th International Conference on Ubi-Media Computing, Ubi-Media 2019, 192–198. https://doi.org/10.1109/Ubi-Media.2019.00045

Publicado
2020-11-21
Cómo citar
RODRÍGUEZ TOVAR, L., SIERRA, J. E., PACHÓN FLÓREZ, C., & BARRIOS BARRETO, M. (2020). Functional Telerehabilitation System in Interactive Virtual Environments and Biomedical Technologies. / Sistema de telerehabilitación funcional en entornos virtuales interactivos y tecnologías biomédicas. Utopía Y Praxis Latinoamericana, 25, 195-203. Recuperado a partir de https://www.produccioncientificaluz.org/index.php/utopia/article/view/34512