STASISM: A Versatile Serious Gaming Multi-Sensor Platform for Personalized Telerehabilitation and Telemonitoring
Abstract
:1. Introduction
2. Development and Validation of the Platform
2.1. A Multidisciplinary Consortium
2.2. Piloting across Diverse Contexts
2.2.1. Cultural Diversity
2.2.2. Economic Diversity
2.2.3. Adaptability and Inclusivity
2.3. Listening to User Feedback
2.4. Ongoing System Enhancement
3. The Platform: STASISM
3.1. Hardware
3.2. Architecture of the Data Collection
3.3. Security of Patient Data and Data Privacy
- The real-world identity of the patient is not stored within our system. The responsibility lies with the clinic to link the STASISM account with the patient’s identity.
- Rigorous adherence to GDPR standards is maintained, with a dedicated data protection officer (DPO) overseeing the handling of all data.
- In compliance with EU regulations, all data are stored exclusively within the European Union.
- Stringent security measures are applied to all traffic to and from the server, ensuring encryption for enhanced data protection.
- The database itself is encrypted, providing an additional layer of security to safeguard stored information.
- A robust security protocol is in place, where all logins are fortified with two-factor authentication (2FA), bolstering the integrity of user access and further securing the system against unauthorized entry.
3.4. Therapeutic Programs
3.5. (Tele) Rehabilitation Exercises
3.6. Serious Games
3.7. Third-Party Games
3.8. Assessment Tools
3.8.1. Static Balance Test
3.8.2. The Dynamic Balance Test (DBT)
3.8.3. Ranges of Motion
3.8.4. Rapid Measure Tool
3.9. Advance Analytics
3.10. Clinical Validation of the System
3.11. Comparisons with Commercial Systems
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Component | Requirement |
---|---|
OS | Microsoft Windows 10 |
Memory | 8 GB |
CPU | 64-bit CPU with 4 cores 3+ GHZ |
GPU | Nvidia GeForce 950 or equivalent |
DirectX | Version 11 |
Storage | 30 GB free |
Internet | 4G or Broadband |
Balance Board | STASISM Balance Board |
Webcam | 1080 p, 60 fps |
Games | Description | Mode | Visual Adaptation * | Game Outcome | Controller | Therapeutic Targets | Screenshots |
---|---|---|---|---|---|---|---|
Crazy Racing | Racing game where the player has a task for each level. The character catches the object, races other cars, and explores different roads. | Single | + | Time Completion Percentage (N of bonus coins) | Balance Board: side and forward-backward sways (standing, sitting, kneeling) Camera (body sways) | Balance function, proprioception, visual-spatial ability, navigation skills, attention | |
Crusher | Action game that involves different movements of the body parts to crush buildings and transport with a monster character. | Single | − | Points | Camera (upper body, arms, hands, head, mouth) | Motor coordination, proprioception, gross motor skills, fine motor skills, stress relief | |
Dodge Dare | Game with augmented reality: a player moves around their room and dodges the lasers | Single | − | Playing Time N of successful dodges | Camera (3D body movement) | Motor coordination, proprioception, visual-spatial ability, gross motor skills, attention | |
Hex | Game where the player controls a witch flying on her broom with their movements. With each level, the character moves faster, explores different environments, and faces various challenges. | Single | + | Playing Time | Camera (hand clench, mouth) | Gross motor skills, fine motor skills, voluntary motor control, attention | |
Hungry Woo | Game that revolves around the task of feeding a cat. The main objective is for the player to catch food items while avoiding non-edible objects. As the game progresses, the speed increases and the objects encountered change with each level. | Single, Cooperation, and Player-versus-Player (PvP) | + | Completion Percentage (N of caught edible objects and avoided non-edible objects) | Balance Board: side sways (standing, sitting, kneeling) | Balance function, proprioception, visual-spatial ability, decision-making, object recognition, impulse control | |
Paddle Waddle | Action game, where the main goal is to keep balls in motion by rebounding them with a paddle. Along the way, players can collect stars to earn points and progress to higher levels. As the child advances, the ball speed increases, and the new puzzle picture opens. In addition to striving for personal achievements, players can compete against others globally to achieve the highest score and receive rewards for surpassing the existing record. | Single | + | Points | Balance Board: side sways (standing, sitting, kneeling) Camera (body sways, shoulder flexion, shoulder abduction, shoulder rotation, elbow flexion, elbow supination, wrist flexion, hand clench, mouth) | Balance function, proprioception, visual-spatial ability, gross motor function, fine motor skills, voluntary motor control, attention, decision-making | |
Pongo Paddle | Variation of the favorite Paddle Waddle game. Action game, where the main goal is to keep balls in motion by rebounding them with a paddle. Along the way, players can collect stars to earn points and progress to higher levels. As the child advances, the ball speed increases, and the new puzzle picture opens. In addition to striving for personal achievements, players can compete against others globally to achieve the highest score and receive rewards for surpassing the existing record. | Single | + | Points | Balance Board: forward-backward sways (standing, sitting, kneeling) Camera (body sways, shoulder flexion, shoulder abduction, shoulder rotation, elbow flexion, elbow supination, wrist flexion, hand clench, mouth) | Balance function, proprioception, visual-spatial ability, gross motor function, fine motor skills, voluntary motor control, attention, decision-making | |
Roxer | A musical game where the player should follow the rhythm to create the melody. It is possible to use the existing song or write their own. | Single | − | Points | Balance Board: side or forward-backward sways (standing, sitting, kneeling) Camera (imitation of the guitar playing) | Balance function, proprioception, visual-spatial ability, gross motor function, fine motor skills, attention | |
Super Surfer | Super Surfer is a game in which the player gets to control their surfboard and explore new environments when collecting stars, which cumulate and help to earn more points. | Single, Cooperation, and PvP | + | Completion Percentage (N of caught stars) | Balance Board: side and forward-backward sways (standing, sitting, kneeling) Camera (body sways) | Balance function, proprioception, visual-spatial ability, navigation skills, attention | |
Up You Go | Action game that is meant to be played with both hands and arms. The player controls a character trying to reach the top, shoving falling rocks, disabling moving enemies, and solving puzzles. | Single | − | Points | Camera (imitation of the climbing) | Balance function, proprioception, visual-spatial ability, gross motor skills, fine motor skills, attention | |
Woo’s Wonderful World Adventure | Puzzle game involving matching falling blocks based on their colors while rescuing caged animals. In the game, players join Woo, a cat who embarks on a global journey in his airplane, visiting various countries. Each country in the game showcases unique artwork inspired by the local culture, creating an immersive and diverse experience. To progress, Woo must solve child-friendly puzzles specific to each country he visits. The game combines puzzle-solving with elements of exploration and cultural appreciation, making it an engaging and educational experience for players. | Single, Cooperation, and PvP | + | Points | Balance Board: side sways (standing, sitting, kneeling) | Balance function, proprioception, visual-spatial ability, attention, decision-making, object recognition, impulse control |
Variable | Platform | |||||
---|---|---|---|---|---|---|
STASISM | Timocco [44] | EnABLE Games [45] | Jintronix [46] | VAST.Rehab [47] | ||
Therapeutic aim | Gross motor skills | + | − | + | + | + |
Balance | + | + | + | + | + | |
Hand function | + | + | + | + | + | |
Cognition | + | + | + | + | + | |
Participation | + | + | - | + | + | |
Patients | Children | + | + | + | - | + |
Adults | + | - | + | - | + | |
Older adults | − | − | − | + | + | |
Settings | Home | + | + | + | − | + |
Clinical centers | + | N/A | + | + | + | |
Controllers | Web camera Nintendo Wii Balance Board | Web camera Two non-specific contrast objects | Kinect Orbbec Astra Leap Motion | Kinect | ZED 2 Stereo Camera Meta Quest 2 | |
Functionality | Serious Games | + | + | + | + | + |
Embedded assessment | + | − | N/A | + | + | |
Rehabilitation exercises | + | + | − | + | + | |
Virtual Reality | − | − | − | − | + | |
Social platform | + | − | − | − | − | |
Configuration | Analysis of the patient’s data | + | + | + | + | + |
Opportunity to personalize the system | + | + | + | + | + | |
Automatic change in exercise difficulty | + | − | − | − | + |
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© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Kushnir, A.; Kachmar, O.; Bonnechère, B. STASISM: A Versatile Serious Gaming Multi-Sensor Platform for Personalized Telerehabilitation and Telemonitoring. Sensors 2024, 24, 351. https://doi.org/10.3390/s24020351
Kushnir A, Kachmar O, Bonnechère B. STASISM: A Versatile Serious Gaming Multi-Sensor Platform for Personalized Telerehabilitation and Telemonitoring. Sensors. 2024; 24(2):351. https://doi.org/10.3390/s24020351
Chicago/Turabian StyleKushnir, Anna, Oleh Kachmar, and Bruno Bonnechère. 2024. "STASISM: A Versatile Serious Gaming Multi-Sensor Platform for Personalized Telerehabilitation and Telemonitoring" Sensors 24, no. 2: 351. https://doi.org/10.3390/s24020351
APA StyleKushnir, A., Kachmar, O., & Bonnechère, B. (2024). STASISM: A Versatile Serious Gaming Multi-Sensor Platform for Personalized Telerehabilitation and Telemonitoring. Sensors, 24(2), 351. https://doi.org/10.3390/s24020351