A Projected AR Serious Game for Shoulder Rehabilitation Using Hand-Finger Tracking and Performance Metrics: A Preliminary Study on Healthy Subjects
Abstract
:1. Introduction
- The application area (e.g., cognitive and motor rehabilitation);
- The game interface (e.g., two-dimensional or three-dimensional);
- The number of players (e.g., single or multi-player);
- The game genre (e.g., general videogames, serious games, etc.);
- The adaptability to the user competence level (e.g., novice versus proficient);
- The feedback on performance (e.g., no feedback or performance metrics);
- The monitoring of game progress (e.g., in-game monitoring or not);
- The portability of the game (e.g., special hardware required or not);
- The accessibility of the game (e.g., eliminating rehab barriers such as cost, etc.);
- The interaction technology (e.g., mouse/keyboard, gestures, touch screens, etc.).
- A wearable application “AR Rehab Game App” for training shoulder horizontal and vertical flexion, based on head-mounted display (HMD) technology (i.e., the Microsoft HoloLens). Our preliminary tests showed that AR technology allows promising results in terms of user motivation but needs further evolution to improve the FOV and reduce the physical discomfort (e.g., the weight of the HMD) [25];
- A non-wearable application for training shoulder horizontal adduction, based on a standard desktop computer, a screen, and the LMC as a hand-tracking system. A limitation of this version, compared to the HMD-based version, is the reduced portability. However, this limitation was balanced by other advantages such as improved ergonomics and lower cost [27].
2. Materials and Methods
- The tracking device must be able to detect the patient’s hand during the trial;
- The selected device must be non-invasive, easy-use, and affordable.
2.1. Apparatus
- A laptop (ASUS UX303UB, Intel Core i5-6200U @ 2.30 GHz processor, 8 GB RAM memory, and NVIDIA GeForce 940 M graphics board) running Microsoft Windows 10 Pro;
- A tilt-top table (range of tilt angle: 0–50°);
- A black rubber desk pad (60 × 40 cm), as the projection surface for the game;
- A portable PicoPix projector (Philips PPX4010, resolution 1280 × 720, screen distance 50–500 cm, aspect ratio 1.47:1, size 6.8 × 6.6 × 2.2 cm, weight 81.6 g) [33].
2.2. Technical Details
2.3. Serious Game Design
2.4. Performance Metrics
2.5. System Testing
3. Results
4. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Device | Contact-Free | Hand Tracking | Low Cost |
---|---|---|---|
Nintendo Wii Remote MotionPlus | no | yes | yes |
Microsoft HoloLens | no | yes | no |
Leap Motion Controller (LMC) | yes | yes | yes |
Number of Subjects | |
---|---|
Gender (male, female, non-binary) | 5, 11, 0 |
Age (min, max, mean, STD) | 21, 46, 31, 7 |
Physiotherapists (yes, no) | 7, 9 |
Handedness (left, right, ambidextrous) | 0, 16, 0 |
Vision (10/10 naked eyes, corrected to 10/10 with lenses) | 7, 9 |
Experience with videogames (none, limited, familiar, experienced) | 2, 5, 8, 1 |
Experience with AR (none, limited, familiar, experienced) | 4, 3, 7, 2 |
Diagnosed with a shoulder disorder (no, yes) | 16, 0 |
Perceived shoulder pain (no, yes) | 16, 0 |
Item | Median (25°~75°) | p-Value (All) | |||||
---|---|---|---|---|---|---|---|
All | Ph * | Eng * | Profession * | VG * | AR * | ||
Engagement | The game goal (discovering the painting) is motivating, interesting, and engaging. | 4.5 (5–4) | 4 (5–4) | 5 (5–4) | 0.418 | 0.103 | 0.885 |
The game goal is clear. | 5 (5–5) | 5 (5–4.25) | 5 (5–5) | 0.535 | 0.442 | 0.312 | |
The visual feedback such as countdown timer and scoring system is motivating. | 4 (4–3) | 4 (4.75–3.25) | 4 (4–3) | 0.427 | 0.115 | 0.268 | |
The game visuals and audio are enjoyable. | 4.5 (5–4) | 4 (4.75–3.25) | 5 (5–4.25) | 0.077 | 0.169 | 0.834 | |
Likely to play again. | 4 (5–4) | 4 (5–4) | 4.5 (5–4) | 0.480 | 0.228 | 0.790 | |
Ergonomics | The graphical user interface (buttons) is intuitive and user-friendly. | 5 (5–4) | 5 (5–4.25) | 5 (5–4) | 0.653 | 0.387 | 0.634 |
The text instructions, buttons, and counters are readable and clear. | 4.5 (5–4) | 4 (5–4) | 4 (5–4) | 0.418 | 0.226 | 0.228 | |
Adjusting the projected image brightness and volume improves playability. | 4.5 (5–3.25) | 5 (5–3) | 5 (5–4) | 0.254 | 0.521 | 0.816 | |
The trajectory thickness and the panel size allow good playability of the game. | 4 (5–4) | 4 (4.75–4) | 4 (5–4) | 0.637 | 0.659 | 0.932 | |
The projected image is well contrasted to allow for good playability. | 4 (5–4) | 4 (5–4) | 4.5 (5–4) | 0.626 | 0.350 | 0.218 | |
The projected image has a good resolution to enable good playability. | 4.5 (5–4) | 4.5 (5–3.25) | 4.5 (5–4) | 0.643 | 0.168 | 0.200 | |
The latency (lag, delay) between real hand movement and virtual 3D cursor displacement is acceptable. | 4 (5–4) | 4.5 (5–4) | 4 (4–4) | 0.239 | 0.256 | 0.932 | |
Interaction with the game does not require mental effort. | 4 (5–4) | 4 (4.75–3.25) | 5 (5–4) | 0.085 | 0.361 | 0.929 | |
No postural discomfort (arm–shoulder excluded) is perceived during the game session. | 5 (5–4) | 4 (5–4) | 5 (5–4.25) | 0.195 | 0.763 | 0.612 | |
Rehabilitation Experts Evaluation | The experimental setup allows the user to perform the task with the correct posture. | 5 (5–4) | - | - | - | - | |
The system could bring more benefits than a traditional rehabilitation process. | 3.5(4–3) | - | - | - | - | ||
System can help speed up patient recovery. | 4 (4–3.25) | - | - | - | - | ||
The proposed system is useful for upper-arm rehabilitation. | 4 (4–4) | - | - | - | - | ||
The proposed system allows the user to perform the rehabilitation task without the need for a supervisor. | 4 (5–4) | - | - | - | - | ||
The system is easier to customize than traditional rehabilitation treatment (e.g., Rolyan’s arch). | 4 (4.75–3) | - | - | - | - | ||
The implemented trajectories are suitable for a range of motion rehabilitation. | 4 (4.75–3) | - | - | - | - |
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Viglialoro, R.M.; Turini, G.; Carbone, M.; Condino, S.; Mamone, V.; Coluccia, N.; Dell’Agli, S.; Morucci, G.; Ryskalin, L.; Ferrari, V.; et al. A Projected AR Serious Game for Shoulder Rehabilitation Using Hand-Finger Tracking and Performance Metrics: A Preliminary Study on Healthy Subjects. Electronics 2023, 12, 2516. https://doi.org/10.3390/electronics12112516
Viglialoro RM, Turini G, Carbone M, Condino S, Mamone V, Coluccia N, Dell’Agli S, Morucci G, Ryskalin L, Ferrari V, et al. A Projected AR Serious Game for Shoulder Rehabilitation Using Hand-Finger Tracking and Performance Metrics: A Preliminary Study on Healthy Subjects. Electronics. 2023; 12(11):2516. https://doi.org/10.3390/electronics12112516
Chicago/Turabian StyleViglialoro, Rosanna M., Giuseppe Turini, Marina Carbone, Sara Condino, Virginia Mamone, Nico Coluccia, Stefania Dell’Agli, Gabriele Morucci, Larisa Ryskalin, Vincenzo Ferrari, and et al. 2023. "A Projected AR Serious Game for Shoulder Rehabilitation Using Hand-Finger Tracking and Performance Metrics: A Preliminary Study on Healthy Subjects" Electronics 12, no. 11: 2516. https://doi.org/10.3390/electronics12112516
APA StyleViglialoro, R. M., Turini, G., Carbone, M., Condino, S., Mamone, V., Coluccia, N., Dell’Agli, S., Morucci, G., Ryskalin, L., Ferrari, V., & Gesi, M. (2023). A Projected AR Serious Game for Shoulder Rehabilitation Using Hand-Finger Tracking and Performance Metrics: A Preliminary Study on Healthy Subjects. Electronics, 12(11), 2516. https://doi.org/10.3390/electronics12112516