CN115054903A - Virtual game rehabilitation system and method for active rehabilitation of stroke patient - Google Patents

Virtual game rehabilitation system and method for active rehabilitation of stroke patient Download PDF

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CN115054903A
CN115054903A CN202210759811.4A CN202210759811A CN115054903A CN 115054903 A CN115054903 A CN 115054903A CN 202210759811 A CN202210759811 A CN 202210759811A CN 115054903 A CN115054903 A CN 115054903A
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rehabilitation
game
module
training
patients
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张文利
张健一
王宇飞
赵庭松
罗钦文
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Beijing University of Technology
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Beijing University of Technology
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0669Score-keepers or score display devices
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • A61B5/316Modalities, i.e. specific diagnostic methods
    • A61B5/389Electromyography [EMG]
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/68Arrangements of detecting, measuring or recording means, e.g. sensors, in relation to patient
    • A61B5/6801Arrangements of detecting, measuring or recording means, e.g. sensors, in relation to patient specially adapted to be attached to or worn on the body surface
    • A61B5/6813Specially adapted to be attached to a specific body part
    • A61B5/6824Arm or wrist
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B22/00Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B23/00Exercising apparatus specially adapted for particular parts of the body
    • A63B23/035Exercising apparatus specially adapted for particular parts of the body for limbs, i.e. upper or lower limbs, e.g. simultaneously
    • A63B23/12Exercising apparatus specially adapted for particular parts of the body for limbs, i.e. upper or lower limbs, e.g. simultaneously for upper limbs or related muscles, e.g. chest, upper back or shoulder muscles
    • A63B23/16Exercising apparatus specially adapted for particular parts of the body for limbs, i.e. upper or lower limbs, e.g. simultaneously for upper limbs or related muscles, e.g. chest, upper back or shoulder muscles for hands or fingers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0686Timers, rhythm indicators or pacing apparatus using electric or electronic means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/17Counting, e.g. counting periodical movements, revolutions or cycles, or including further data processing to determine distances or speed
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/09Adjustable dimensions

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Abstract

The invention discloses a virtual game rehabilitation system for active rehabilitation of stroke patients, which comprises: the system comprises a training record module, a game scene module, a game rehabilitation training module and an evaluation module; the training recording module comprises a training time recording module, a training completion condition recording module, a training score recording module and a completion time recording module; the game scene module comprises a game scene building module, a game scene storage module and a game scene scheduling module; the game rehabilitation training module comprises a gesture reading module and a game operation module; the evaluation module is used for evaluating the rehabilitation state of the cerebral apoplexy patient according to evaluation indexes of multiple dimensions and dynamically adjusting the personalized game rehabilitation scheme according to the rehabilitation state, and comprises a biological signal acquisition module, a biological signal processing module, an evaluation calculation module and an execution module. Also discloses a corresponding virtual game rehabilitation method, electronic equipment and a computer readable storage medium, which not only has good rehabilitation training effect, but also has higher interestingness.

Description

Virtual game rehabilitation system and method for active rehabilitation of stroke patient
Technical Field
The invention relates to the technical field of computer virtual image and training, in particular to a virtual game rehabilitation system and method for active rehabilitation of a cerebral apoplexy patient.
Background
The cerebral apoplexy is also called apoplexy and cerebrovascular accident, is an acute cerebrovascular disease, is a group of diseases caused by brain tissue damage due to the fact that blood cannot flow into the brain because of sudden rupture of cerebral vessels or blockage of blood vessels, and comprises ischemic stroke and hemorrhagic stroke, wherein the incidence rate of the ischemic stroke is higher than that of the hemorrhagic stroke, and accounts for 60% -70% of the total number of the cerebral stroke. Internal carotid artery and vertebral artery block up and stenosis can cause ischemic stroke, the age is more than 40 years old, the male is more than the female, serious person can cause death, the mortality of hemorrhagic stroke is higher, survey shows, urban and rural totaling stroke has become the first cause of death in our country, also be the leading cause of the disabled of the Chinese adult, stroke has the morbidity height, the high and high characteristics of disability rate of death rate, wherein the common clinical manifestation of stroke is turned over in the wrist, patient arm muscle atrophy, lose the effect of grabbing of hand, it is very inconvenient, current hand rehabilitation training includes two kinds of modes:
the first is to adopt artificial mode, need nurse doctor or family's supplementary completion, this not only needs a large amount of funds to support, has also occupied family's time, and in the training, the urgent stretching and contracting of palm is also not good to the patient.
The second is an auxiliary rehabilitation system, however, the system only has a plurality of single hand rehabilitation actions for training, does not consider the ill degree of different patients, adopts unified rehabilitation training actions, has poor rehabilitation effect, and is not favorable for rehabilitation treatment of patients due to monotonous action and lack of interest and difficulty in being insisted by the patients; in addition, the conventional auxiliary rehabilitation system is used for passive rehabilitation and cannot mobilize the active consciousness of a patient to carry out rehabilitation training; thirdly, the rehabilitation degree of a patient cannot be comprehensively evaluated in real time by the conventional auxiliary rehabilitation training, and the rehabilitation treatment effect cannot be tracked, so that dynamic rehabilitation progress adjustment cannot be performed, and a sustainable reference basis cannot be provided for the whole-process rehabilitation process.
Therefore, at present, no rehabilitation treatment auxiliary system for the stroke patient has a good rehabilitation training effect and is high in interestingness.
Disclosure of Invention
In order to solve the problems in the prior art, the invention provides a virtual game rehabilitation system and a virtual game rehabilitation method for active rehabilitation of stroke patients, which improve the interestingness of rehabilitation therapy, provide user immersion rehabilitation game experience by adopting different adaptive therapy schemes for patients with different degrees, can comprehensively judge the rehabilitation degree of the patients in multiple dimensions, and provide scientific basis for timely formulating and adjusting the rehabilitation therapy schemes.
The invention provides a virtual game rehabilitation system for active rehabilitation of a cerebral apoplexy patient, which is provided with an interface connected with a rehabilitation assistant tool and comprises:
the game system comprises a training record module, a game scene module and a game rehabilitation training module;
the training recording module comprises a training time recording module, a training completion recording module, a training score recording module and a completion time recording module, and is respectively used for recording the training time, the completion condition of each training, the score of each training and the completion times of different rehabilitation games of the stroke patient;
the game scene module comprises a game scene building module, a game scene storage module and a game scene scheduling module; the game scene building module is used for building a virtual hand model, building a virtual game background, building a three-dimensional object model, making an interactive special effect and controlling and programming a three-dimensional object moving track; the game scene storage module stores a plurality of game scenes for training a stroke patient, and each game scene comprises different rehabilitation actions, rehabilitation muscle parts and rehabilitation training strength; the game scene scheduling module selects and combines part or all game scenes with different difficulties according to the illness grades input into the virtual game rehabilitation system by the cerebral apoplexy patients to form an individualized game rehabilitation scheme aiming at or adjusting the treatment of different cerebral apoplexy patients;
the game rehabilitation training module comprises a gesture reading module and a game operation module; the gesture reading module is used for acquiring coordinates of key points of the hand; the game operation module interacts with the object in the game scene module according to the hand position form in the gesture reading module, controls the virtual hand model in the virtual game in real time, and achieves the visual effects of grabbing, moving and rotating the object in the virtual scene.
Preferably, the completion condition of each training in the training recording module includes an angle value, a three-dimensional coordinate value, a motion trajectory of the initial and moving processes of the object in the game scene, and a record coinciding with a preset position volume.
Preferably, the hand key point coordinates in the game rehabilitation training module include data information of fingertip position coordinates, hand direction vectors, palm plane normal vectors, palm positions, palm movement speeds and hand holding sphere radii.
Preferably, the system further comprises an evaluation module, which is used for evaluating the rehabilitation state of the stroke patient from the evaluation indexes of multiple dimensions and determining whether to send the adjustment instruction of the personalized game rehabilitation scheme according to the rehabilitation state, wherein the evaluation module comprises a biological signal acquisition module, a biological signal processing module, an evaluation calculation module and an execution module.
Preferably, the game scene includes five games including:
game 1: cylindrical grasping: the columnar cup is grasped and moved to the designated position, and the rehabilitation gesture is columnar grasping;
game 2: spherical grasping: the gripping ball moves into the circular ring, and the rehabilitation gesture is spherical gripping;
game 3: lift/ball grip: rotating the turntable within a defined angle range within a specified time according to the prompt, wherein the rehabilitation gestures are lifting and spherical grasping;
game 4: pinching with two fingertips: kneading the small slender objects and moving the small slender objects into different partition spaces; the rehabilitation gesture is pinching by two fingers;
game 5: and (3) synthesizing gestures: and (4) grasping objects with different shapes, moving the objects into the rectangular frame, and adjusting the angle and the position for placing the objects.
Preferably, the inputting of the illness level in the virtual game rehabilitation system comprises: the personalized game rehabilitation scheme is used for treating the severe patients in a mirror image mode and treating the moderate patients and the mild patients in an assisting mode.
Preferably, for mild patients, moderate patients and severe patients, the biological signal acquisition module is an image acquisition module and an electromyographic signal acquisition module, for moderate patients and mild patients, the electromyographic signal acquisition module is used for acquiring electromyographic signals of an affected side, and for severe patients, the electromyographic signal acquisition module is used for acquiring myogenic signals of a healthy side; the image acquisition module is used for acquiring gesture images of rehabilitation movement of a patient.
Preferably, the biological signal processing module comprises preprocessing, feature extraction and pattern recognition functions for performing gesture recognition of the stroke patient based on the biological signal; the evaluation calculation module calculates a plurality of parameters in the evaluation indexes of the plurality of dimensions based on the execution condition of the gesture and the difference between the healthy side electromyographic signal and the affected side electromyographic signal, and evaluates and determines the rehabilitation state of the cerebral apoplexy patient based on the parameters.
Preferably, the execution module is configured to determine whether to send an adjustment instruction to the game scene scheduling module according to the rehabilitation status, and send or not send the adjustment instruction to the game scene scheduling module.
Preferably, the evaluating the recovery state of the stroke patient from multiple dimensions comprises: evaluating the rehabilitation state of a cerebral apoplexy patient from three-dimensional evaluation indexes, wherein the three-dimensional evaluation indexes are gesture execution accuracy, gesture execution speed and muscle health degree; wherein:
the gesture execution accuracy is obtained by calculating and comparing an angle difference value, a three-dimensional coordinate difference value and a difference between motion tracks of a placing position of a moving object of the stroke patient in a virtual game of a personalized game rehabilitation scheme through the evaluation calculation module;
the gesture execution speed is obtained by calculating and comparing the difference value between the game time of the stroke patient for completing the personalized game rehabilitation scheme and the preset game time through the evaluation calculation module;
the muscle health degree is acquired through the biological signal acquisition module and is acquired through the biological signal of the affected side hand of the cerebral apoplexy patient when the affected side hand performs the designated action, and the evaluation calculation module is used for calculating and comparing the time domain index, the frequency domain index, the activation time and activation sequence index and the coordination index of the biological signal of the cerebral apoplexy patient with the time domain index, the frequency domain index, the activation time and activation sequence index and the coordination index of the biological signal of a healthy person preset by the system.
In a second aspect of the present invention, a virtual game rehabilitation method for active rehabilitation of stroke patients is provided, including:
s1, the rehabilitation assistive device is worn on the affected side hand of the cerebral apoplexy patient, and the biological signal acquisition module is worn on the forearm of the cerebral apoplexy patient, wherein the biological signal acquisition module is worn on the healthy side hand for severe patients, and the biological signal acquisition module is worn on the affected side hand for moderate patients and mild patients;
s2, performing virtual game rehabilitation according to the ill degree of the cerebral apoplexy patient and recording the game score condition of the user, including:
collecting an electromyographic signal of a patient, and performing gesture recognition according to the electromyographic signal so as to control the rehabilitation assistive device to finish actions in the game scene;
the image acquisition module acquires the motion of the rehabilitation assistive device, so that a virtual game hand in the personalized game rehabilitation scheme is controlled to move according to the motion of the rehabilitation assistive device and complete real-time synchronous action; and after each game is finished, calculating the user score according to the evaluation index, and recording the user score in the training recording module.
Preferably, the method further comprises S3, determining whether to adjust the personalized game rehabilitation scheme based on the evaluation index and the user score, if the personalized game rehabilitation scheme needs to be adjusted, adjusting the personalized game rehabilitation scheme, and repeatedly executing S1-S2 according to the new personalized game rehabilitation scheme.
A third aspect of the invention provides an electronic device comprising a processor and a memory, the memory storing a plurality of instructions, the processor being configured to read the instructions and to perform the method according to the second aspect.
A fourth aspect of the invention provides a computer-readable storage medium storing a plurality of instructions readable by a processor and performing the method of the second aspect.
The virtual game rehabilitation system and the rehabilitation method for cerebral apoplexy patient rehabilitation, the electronic equipment and the computer readable storage medium provided by the invention have the following beneficial technical effects:
(1) the rehabilitation training is based on game design, the game content is designed into common actions required to be completed in daily life of a patient, the hand control actions required by the patient to complete a game task come from clinical hand rehabilitation actions, the patient keeps positive initiative in the game process and improves the rehabilitation treatment effect, and the system design is more scientific and the rehabilitation treatment rationality.
(2) The affected hand of the user is used for controlling the virtual game in real time, so that the authenticity of the game is improved, the more immersive rehabilitation game experience is provided for the user, and the rehabilitation initiative and the interestingness of the user are improved.
(3) The defect of passive rehabilitation training is overcome, and when the hand on the affected side can not perform actions or the actions are not standard, the rehabilitation assistive device is controlled by the gesture result identified by the electromyographic signal mode to complete active treatment; enhance the nerve remodeling of patients and improve the rehabilitation effect.
(4) The rehabilitation evaluation index is combined with the existing clinical rehabilitation evaluation method to comprehensively evaluate the rehabilitation degree of the patient from multiple dimensions, accurately track the rehabilitation treatment effect of the patient in time, provide rehabilitation progress feedback for the patient and provide reference for making a rehabilitation scheme in time.
Drawings
Fig. 1 is a schematic structural diagram of a virtual game rehabilitation system for rehabilitation of stroke patients according to the present invention.
Fig. 2 is a schematic structural diagram of a training record module according to the present invention.
Fig. 3 is a schematic structural diagram of a game scene module according to the present invention.
Fig. 4 is a schematic structural diagram of a game rehabilitation training module according to the invention.
FIG. 5 is a schematic diagram of an evaluation module according to the present invention.
Fig. 6 is a flowchart of a virtual game rehabilitation method for active rehabilitation of stroke patients according to the invention.
Fig. 7 is a schematic structural diagram of an electronic device according to the present invention.
Detailed Description
For better understanding of the above technical solutions, the following detailed descriptions will be provided in conjunction with the drawings and the detailed description of the embodiments.
The method provided by the invention can be implemented in the following terminal environment, and the terminal can comprise one or more of the following components: a processor, a memory, and a display screen. Wherein the memory has stored therein at least one instruction that is loaded and executed by the processor to implement the methods described in the embodiments described below.
A processor may include one or more processing cores. The processor connects various parts within the overall terminal using various interfaces and lines, performs various functions of the terminal and processes data by executing or executing instructions, programs, code sets, or instruction sets stored in the memory, and calling data stored in the memory.
The Memory may include a Random Access Memory (RAM) or a Read-only Memory (ROM). The memory may be used to store instructions, programs, code sets, or instructions.
The display screen is used for displaying user interfaces of all the application programs.
In addition, those skilled in the art will appreciate that the above-described terminal configurations are not intended to be limiting, and that the terminal may include more or fewer components, or some components may be combined, or a different arrangement of components. For example, the terminal further includes a radio frequency circuit, an input unit, a sensor, an audio circuit, a power supply, and other components, which are not described herein again.
Example one
Referring to fig. 1, the present embodiment provides a virtual game rehabilitation system for active rehabilitation of a stroke patient, the virtual game rehabilitation system for active rehabilitation of the stroke patient having an interface for connecting a rehabilitation assistant tool, the virtual game rehabilitation system for active rehabilitation of the stroke patient comprising: the device comprises a training record module 1, a game scene module 2, a game rehabilitation training module 3 and an evaluation module 4.
Referring to fig. 2, the training recording module 1 includes a training time recording module 101, a training completion recording module 102, a training score recording module 103, and a completion number recording module 104, which are respectively used to record the training time, the completion condition of each training, the score of each training, and the completion number of different rehabilitation games of the stroke patient; and the completion condition of each training comprises the angle value, the three-dimensional coordinate value, the motion track and the record coincident with the volume of the preset position of the initial and moving processes of the object in the game scene.
Referring to fig. 3, the game scene module 2 includes a game scene building module 201, a game scene storage module 202, and a game scene scheduling module 203; the game scene building module 201 is used for building a virtual hand model, building a virtual game background, modeling a three-dimensional object, making an interactive special effect and controlling and programming a three-dimensional object moving track; a plurality of game scenes for training a stroke patient are stored in the game scene storage module 202, and each game scene comprises different rehabilitation actions, rehabilitation muscle parts and rehabilitation training strength; the game scene scheduling module 203 selects and combines part or all game scenes with different difficulties according to the illness levels input into the virtual game rehabilitation system by the cerebral apoplexy patients to form personalized game rehabilitation schemes for treating different cerebral apoplexy patients and/or personalized game rehabilitation schemes for adjusting different cerebral apoplexy patients according to the adjusting instructions of the evaluation module.
Referring to fig. 4, the game rehabilitation training module 3 includes a gesture reading module 301 and a game operation module 302; the gesture reading module 301 is used for acquiring coordinates of key points of a hand through an image acquisition module; the game operation module 302 interacts with the object in the game scene module 2 according to the hand position form in the gesture reading module 301, and controls the virtual hand model in the virtual game in real time to realize the visual effects of object grabbing, object moving and rotating in the virtual scene, wherein the hand key point coordinates include data information of fingertip position coordinates, hand direction vectors, palm plane normal vectors, palm position, palm moving speed and hand holding sphere radius.
The evaluation module 4 is used for evaluating the rehabilitation state of the cerebral apoplexy patient from the evaluation indexes of multiple dimensions, and determining whether to send an adjustment instruction of the personalized game rehabilitation scheme according to the rehabilitation state. Referring to fig. 5, the evaluation module 4 includes a bio-signal acquisition module 401, a bio-signal processing module 402, an evaluation calculation module 403, and an execution module 404.
As a preferred embodiment, the game scene includes five games, and different gesture rehabilitation actions correspond to different game tasks, which respectively include:
game 1: cylindrical grasping: the columnar cup is grasped and moved to a designated position, and the rehabilitation gesture is columnar grasping; in this embodiment, the column is a cylindrical cup;
game 2: spherical grasping: the gripping ball moves into the circular ring, the rehabilitation gesture is spherical gripping, and the ball is a table tennis ball in the embodiment;
game 3: lift/ball grip: rotating the turntable within a defined angle range within a specified time according to the prompt, wherein the gesture is lifting/spherical grasping;
game 4: pinching with two fingertips: kneading the small slender objects and moving the small slender objects into different partition spaces; the rehabilitation gesture is pinching by two fingers; in the embodiment, the pen is selected as a small slender object;
game 5: and (3) synthesizing gestures: grasping objects with different shapes, moving the objects into the rectangular frame, adjusting the angle and the position, and placing the objects, wherein the rehabilitation gesture is a comprehensive gesture; in this embodiment, blocks of different shapes are selected.
As a preferred embodiment, the inputting of the illness level in the virtual game rehabilitation system includes: the personalized game rehabilitation scheme is used for carrying out mirror image treatment on the severe patients and assisting treatment on the moderate patients and the mild patients.
In this embodiment:
(I) Severe patients
Applicable objects are as follows: brunnstorm staged I, II patients.
The characteristics of the patients are as follows: the affected hand has no random movement or only slight bending, and has no reliable myoelectric signal for expressing the movement intention.
The measures are as follows: and (4) mirror image treatment, namely acquiring electric signals of hand muscles of the healthy side to identify actions (from a game scene), so as to control the rehabilitation aid movement of the hand of the affected side.
(II) moderate patients
Applicable objects are as follows: brunnstorm stage III, IV, V patients.
The characteristics of the patients are as follows: the affected hand only moves partially autonomously, but has reliable myoelectric signals for expressing the movement intention.
The measures are as follows: the assistant movement therapy collects hand muscle electrical signals of the affected side according to specific rehabilitation actions (from game scenes) to recognize gesture actions, so that the rehabilitation assistant tool is controlled to perform rehabilitation movement.
(III) mild patients
Applicable objects are as follows: brunnstorm staged VI patients.
The characteristics of the patients are as follows: all grasping is accomplished, but the speed accuracy is worse than healthy, and the patient's actions are self-performing at this stage.
The measures are as follows: the mild patients can be treated by optionally wearing or not wearing the rehabilitation assistive device; the treatment mode of wearing the rehabilitation assistive device is the same as that of a moderate patient; to not wear the recovered utensil of assisting treatment mode, adopt image acquisition module discernment hand action to control virtual hand in the recovered system and remove, need wear flesh electrical acquisition equipment in patient's affected side hand simultaneously, the flesh electrical signal that gathers is used for the aassessment of muscle health degree.
The embodiment preferably adopts the power-assisted treatment, the affected hand needs to wear the rehabilitation assistant, and only when a specific rehabilitation guidance action (from a game scene) is executed, the image acquisition module is used for evaluating the execution speed and accuracy of the gesture action, and a rehabilitation suggestion is given.
As a preferred embodiment, for a mild patient, a moderate patient and a severe patient, the biological signal acquisition module 401 is an image acquisition module or an electromyographic signal acquisition module, for a moderate patient, the electromyographic signal acquisition module is used for acquiring an electromyographic signal of an affected side, and for a severe patient, the electromyographic signal acquisition module is used for acquiring a myogenic signal of a healthy side. Of course, those skilled in the art may select other sensors capable of collecting the patient side and/or monitoring the biological signal, such as an electroencephalogram sensor, and the like, and the present invention is also within the scope of the present invention.
As a preferred embodiment, the biological signal processing module 402 includes preprocessing, feature extraction and pattern recognition functions, and is configured to perform gesture recognition on the stroke patient based on the biological signal, where the gesture recognition is performed in a gesture recognition manner based on hand feature point coordinates or a pattern recognition manner based on a transducer attention network; the evaluation calculation module 403 calculates a plurality of parameters in the plurality of dimensions based on the execution condition of the gesture and the difference between the healthy side electromyogram signal and the affected side electromyogram signal, and evaluates and determines the rehabilitation status of the stroke patient based on the plurality of parameters.
As a preferred embodiment, the executing module 404 is configured to determine whether to send an adjusting instruction to the game scene scheduling module according to the rehabilitation status, and send or not send an adjusting instruction to the game scene scheduling module, where the adjusting instruction includes:
(1) the adjustment increases or decreases or maintains the original game content combination.
(2) The same game content comprises different difficulty level settings, and the game level difficulty is adjusted according to the score condition, such as: and dividing the scoring condition, if the score is 60, if the score is up, the score is less than 60, the level difficulty is proved to be unsuitable for the user and is not beneficial to continuous training, and the level difficulty selection is adjusted in the game content.
(3) And increasing the times of the rehabilitation training of all or part of the game content.
In a preferred embodiment, the evaluating the recovery state of the stroke patient from the evaluation indexes of multiple dimensions includes: evaluating the rehabilitation state of a cerebral apoplexy patient from three-dimensional evaluation indexes, wherein the three-dimensional evaluation indexes are gesture execution accuracy, gesture execution speed and muscle health degree; wherein: the gesture execution accuracy is obtained by calculating and comparing information such as an angle difference value, a three-dimensional coordinate difference value and a difference between motion tracks of a placement position of a moving object of the stroke patient in a virtual game of a personalized game rehabilitation scheme through the evaluation calculation module. The gesture execution speed is obtained by calculating and comparing the difference value between the game time of the stroke patient completing the personalized game rehabilitation scheme and the preset game time through the evaluation calculation module.
The muscle health degree is obtained by acquiring a biological signal (in this embodiment, an electromyographic signal) when the affected hand of the stroke patient performs a specified action through the biological signal acquisition module (in this embodiment, an electromyographic signal is adopted), and calculating and comparing a time domain index, a frequency domain index, an activation time and activation sequence index and a coordination index of the biological signal (in this embodiment, an electromyographic signal) of the stroke patient with a time domain index, a frequency domain index, an activation time and activation sequence index and a coordination index of a biological signal (in this embodiment, an electromyographic signal) of a healthy person preset by the system through the evaluation calculation module.
Example two
Referring to fig. 6, a virtual game rehabilitation method for active rehabilitation of stroke patients includes: s1, the affected hand of the patient with the cerebral apoplexy wears a rehabilitation assistant tool, and meanwhile, the myoelectricity acquisition equipment is worn to the position of the forearm of the patient with the cerebral apoplexy, the embodiment is arranged near the brachioradialis of the forearm, wherein the myoelectricity acquisition equipment of the severe patient is worn on the healthy hand, and the myoelectricity acquisition equipment of the moderate and mild patients are worn on the affected hand; s2, performing virtual game rehabilitation according to the ill degree of the cerebral apoplexy patient and recording the game score condition of the user, including: collecting an electromyographic signal of a patient, and performing gesture recognition according to the electromyographic signal so as to control the rehabilitation assistive device to finish actions in the game scene; in this embodiment, gesture recognition is performed by using an image device for recognizing gestures, such as Leapmotion. The image acquisition module acquires the motion of the rehabilitation assistive device, so that a virtual game hand in the personalized game rehabilitation scheme is controlled to move according to the motion of the rehabilitation assistive device and complete real-time synchronous action; after each game is finished, calculating the user score according to the evaluation index, and recording the user score in a training recording module; s3, whether the personalized game rehabilitation scheme is adjusted or not is determined based on the evaluation index and the user score, if the personalized game rehabilitation scheme needs to be adjusted, the personalized game rehabilitation scheme is adjusted, and S1-S2 are repeatedly executed according to the new personalized game rehabilitation scheme.
The game rehabilitation system is provided with different game contents, wherein the game contents refer to that different rehabilitation gestures are needed to complete a game, and each game content respectively corresponds to different difficulty levels (increasing difficulty under the same game content), so that the score condition is calculated according to the evaluation index to determine whether to change the rehabilitation scheme comprises three aspects: on one hand, partial or whole game contents are selected for rehabilitation, for example, certain rehabilitation actions can be selected not to be executed; or 5 game contents are fixed and need to be trained; the second aspect is that the game difficulty corresponding to the game content is selected after the game content is determined; a third aspect is to increase the number of rehabilitation exercises for all or part of the game content.
The invention also provides a memory storing a plurality of instructions for implementing the method according to embodiment two.
As shown in fig. 7, the present invention further provides an electronic device, which includes a processor 501 and a memory 502 connected to the processor 501, where the memory 502 stores a plurality of instructions, and the instructions can be loaded and executed by the processor, so that the processor can execute the method according to the second embodiment.
The virtual game rehabilitation system and the rehabilitation method for the rehabilitation of the stroke patient have the following beneficial effects:
(1) the rehabilitation training is based on game design, the game content is designed into common actions required to be completed in daily life of a patient, the hand control actions required by the patient to complete a game task come from clinical hand rehabilitation actions, the patient keeps positive initiative in the game process and improves the rehabilitation treatment effect, and the system design is more scientific and the rehabilitation treatment rationality.
(2) The affected hand of the user is used for controlling the virtual game in real time, the reality of the game is improved, the more immersive rehabilitation game experience is provided for the user, and the rehabilitation initiative and the interestingness of the user are improved.
(3) The defect of passive rehabilitation training is overcome, and when the affected hand can not perform actions or the actions are not standard, the rehabilitation assistive device is controlled by the gesture result identified by the electromyographic signal mode to finish active treatment; enhance the nerve remodeling of patients and improve the rehabilitation effect.
(4) The rehabilitation evaluation index is combined with the existing clinical rehabilitation evaluation method to comprehensively evaluate the rehabilitation degree of the patient from multiple dimensions, accurately track the rehabilitation treatment effect of the patient in time, provide rehabilitation progress feedback for the patient and provide reference for making a rehabilitation scheme in time.
While preferred embodiments of the present invention have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the invention. It will be apparent to those skilled in the art that various changes and modifications may be made in the present invention without departing from the spirit and scope of the invention. Thus, if such modifications and variations of the present invention fall within the scope of the claims of the present invention and their equivalents, the present invention is also intended to include such modifications and variations.

Claims (14)

1. A virtual gaming rehabilitation system for active rehabilitation of stroke patients, the virtual gaming rehabilitation system for rehabilitation of stroke patients having an interface for connecting a rehabilitation aid, the virtual gaming rehabilitation system for rehabilitation of stroke patients comprising:
the system comprises a training recording module, a game scene module and a game rehabilitation training module;
the training recording module comprises a training time recording module, a training completion recording module, a training score recording module and a completion time recording module, and is respectively used for recording the training time, the completion condition of each training, the score of each training and the completion times of different rehabilitation games of the stroke patient;
the game scene module comprises a game scene building module, a game scene storage module and a game scene scheduling module; the game scene building module is used for building a virtual hand model, building a virtual game background, modeling a three-dimensional object, manufacturing an interactive special effect and controlling and programming a moving track of the three-dimensional object; the game scene storage module is used for storing a plurality of game scenes for training a stroke patient, and each game scene comprises different rehabilitation actions, rehabilitation muscle parts and rehabilitation training strength; the game scene scheduling module selects and combines part or all game scenes with different difficulties according to the illness grades input into the virtual game rehabilitation system by the cerebral apoplexy patients to form or adjust an individualized game rehabilitation scheme aiming at the treatment of different cerebral apoplexy patients;
the game rehabilitation training module comprises a gesture reading module and a game operation module; the gesture reading module is used for acquiring coordinates of key points of the hand; the game operation module interacts with the object in the game scene module according to the hand position form in the gesture reading module, controls the virtual hand model in the virtual game in real time, and achieves the visual effects of grabbing, moving and rotating the object in the virtual scene.
2. The virtual game rehabilitation system for active rehabilitation of stroke patients as claimed in claim 1, wherein the completion condition of each training in the training recording module includes the recording of the angle value, three-dimensional coordinate value, motion trajectory and coincidence with a preset position volume of the initial and moving processes of the object in the game scene.
3. The virtual game rehabilitation system for active rehabilitation of stroke patients as claimed in claim 2, wherein the hand key point coordinates in the game rehabilitation training module comprise data information of fingertip position coordinates, hand direction vector, palm plane normal vector, palm position, palm moving speed and hand holding sphere radius.
4. The virtual game rehabilitation system for active rehabilitation of stroke patients according to claim 3, further comprising an evaluation module for evaluating a rehabilitation status of stroke patients from evaluation indexes of multiple dimensions and determining whether to send an adjustment instruction of the personalized game rehabilitation scheme according to the rehabilitation status, wherein the evaluation module comprises a biological signal acquisition module, a biological signal processing module, an evaluation calculation module and an execution module.
5. The virtual gaming rehabilitation system for active rehabilitation of stroke patients according to claim 4, wherein the game scenario includes five games including:
game 1: cylindrical grasping: the columnar cup is grasped and moved to the designated position, and the rehabilitation gesture is columnar grasping;
game 2: spherical grasping: the gripping ball moves into the circular ring, and the rehabilitation gesture is spherical gripping;
game 3: lift/ball grip: rotating the turntable within a defined angle range within a specified time according to the prompt, wherein the rehabilitation gestures are lifting and spherical grasping;
game 4: pinching with two fingertips: kneading the small slender objects and moving the small slender objects into different partition spaces; the rehabilitation gesture is pinching by two fingers;
game 5: and (3) synthesizing gestures: and (3) grabbing objects with different shapes, moving the objects into the rectangular frame, and adjusting the angle and the position for placing the objects.
6. The virtual gaming rehabilitation system for active rehabilitation of stroke patients according to claim 5, wherein said inputting a sickness level in the virtual gaming rehabilitation system comprises: the personalized game rehabilitation scheme is used for carrying out mirror image treatment on the severe patients and assisting treatment on the moderate patients and the mild patients.
7. The virtual game rehabilitation system for active rehabilitation of stroke patients according to claim 6, wherein the biological signal acquisition modules are an image acquisition module and an electromyogram signal acquisition module for mild patients, moderate patients and severe patients, the electromyogram signal acquisition module is used for acquiring an electromyogram signal of an affected side for moderate patients and mild patients, and the electromyogram signal acquisition module is used for acquiring an electromyogram signal of a healthy side for severe patients; the image acquisition module is used for acquiring gesture images of rehabilitation movement of a patient.
8. The virtual game rehabilitation system for active rehabilitation of stroke patients according to claim 7, characterized in that the bio-signal processing module comprises preprocessing, feature extraction and pattern recognition functions for gesture recognition of stroke patients based on the bio-signals; the evaluation calculation module calculates a plurality of parameters in the evaluation indexes of the plurality of dimensions based on the execution condition of the gesture and the difference between the healthy side electromyographic signal and the affected side electromyographic signal, and evaluates and determines the rehabilitation state of the cerebral apoplexy patient based on the parameters.
9. The virtual game rehabilitation system for active rehabilitation of stroke patients according to claim 8, wherein the execution module is configured to determine whether to send an adjustment instruction to the game scene scheduling module according to the rehabilitation status, and if so, send an adjustment instruction to the game scene scheduling module.
10. The virtual gaming rehabilitation system for active rehabilitation of stroke patients according to claim 9, wherein the evaluation of stroke patient rehabilitation status from multiple dimensions comprises: evaluating the rehabilitation state of a cerebral apoplexy patient from three-dimensional evaluation indexes, wherein the three-dimensional evaluation indexes are gesture execution accuracy, gesture execution speed and muscle health degree; wherein:
the gesture execution accuracy is obtained by calculating and comparing an angle difference value, a three-dimensional coordinate difference value and a difference between motion tracks of a placing position of a moving object of the stroke patient in a virtual game of a personalized game rehabilitation scheme through the evaluation calculation module;
the gesture execution speed is obtained by calculating and comparing the difference value between the game time of the stroke patient completing the personalized game rehabilitation scheme and the preset game time through the evaluation calculation module;
the muscle health degree is acquired through the biological signal acquisition module and is acquired through the biological signal of the affected side hand of the cerebral apoplexy patient when the affected side hand performs the designated action, and the evaluation calculation module is used for calculating and comparing the time domain index, the frequency domain index, the activation time and activation sequence index and the coordination index of the biological signal of the cerebral apoplexy patient with the time domain index, the frequency domain index, the activation time and activation sequence index and the coordination index of the biological signal of a healthy person preset by the system.
11. A virtual game rehabilitation method for active rehabilitation of stroke patients implemented by the rehabilitation system according to any one of claims 1-10, comprising:
s1, the affected side hand of the patient with cerebral apoplexy wears a rehabilitation aid, and meanwhile, the biological signal acquisition module is worn at the forearm of the patient with cerebral apoplexy, wherein the biological signal acquisition module is worn at the healthy side hand for severe patients, and the biological signal acquisition module is worn at the affected side hand for moderate patients and mild patients;
s2, performing virtual game rehabilitation according to the ill degree of the cerebral apoplexy patient and recording the game score condition of the user, including:
collecting an electromyographic signal of a patient, and performing gesture recognition according to the electromyographic signal so as to control the rehabilitation assistive device to finish actions in the game scene;
the image acquisition module acquires the motion of the rehabilitation assistive device, so that a virtual game hand in the personalized game rehabilitation scheme is controlled to move according to the motion of the rehabilitation assistive device and complete real-time synchronous action; and after each game is finished, calculating the user score according to the evaluation index, and recording the user score in the training recording module.
12. The virtual game rehabilitation method for active rehabilitation of stroke patients according to claim 11, further comprising:
s3, whether the personalized game rehabilitation scheme is adjusted or not is determined based on the evaluation index and the user score, if the personalized game rehabilitation scheme needs to be adjusted, the personalized game rehabilitation scheme is adjusted, and S1-S2 are repeatedly executed according to the new personalized game rehabilitation scheme.
13. An electronic device comprising a processor and a memory, the memory storing a plurality of instructions, wherein the processor is configured to read the instructions and perform the method of claims 11-12.
14. A computer-readable storage medium having stored thereon a plurality of instructions readable by a processor and performing the method of claims 11-12.
CN202210759811.4A 2022-06-30 2022-06-30 Virtual game rehabilitation system and method for active rehabilitation of stroke patient Pending CN115054903A (en)

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