The proposed rehabilitations system is going to be for the upper and lower limbs practising. Few games have been designed for various rehabilitations purposes such as practicing hands, arms and legs. The proposed rehabilitation system consists of two different applications, the first one is for the patients to practice and the second one is for the therapists to keep them updated with the progress and improvement of their patients. Two wearable devices have been designed, the first one is for the hand practising and the second one is for the legs training.
Stroke leads to intense physical disability in the human body, it causes some deficits due to the horrific events that resulted in wars and other problems in our world. Very often stroke survivors suffer from a permanent partial disability that restricts the movement of the hand, arm, and leg. We know that the rehabilitation should be at an earlier stage of the injury to recover the infected parts of the human body.
The key success of the stroke recovery is the patient's motivation, it would be a challenge to recover if the patient is not motivated and not practising. In this project, we are focusing on finding the best ways to motivate stroke patients to do rehabilitation. Serious games have been involved in this area as it is considered as enjoyable and motivated for all people. Games are very popular, and most people enjoy gaming, especially with the development of the modern technologies which made it very easy to interact with games.
Games are getting involved in many different areas like in the military, health care, entertainments, education, and government. In this project, the author will implement a new method to motivate stroke survivors to do their rehabilitation through practicing on a game which will be based on a wearable device to control the game in order to encourage stroke survivors to recover the disabled part of their body.
Inhaltsverzeichnis (Table of Contents)
- Chapter 1 Introduction
- Introduction
- How to keep Stroke Patients Motivated:
- The Proposed System
- Aims & Objectives
- Chapter 2 Literature Review
- Introduction
- Stroke Definition & Causes
- Intensity and modality of rehabilitation changed according to phase of stroke:
- Physiotherapy & stroke
- Constraint-Induced Movement Therapy (CIMT)
- Stroke Recovery and Outcomes
- Background (Related Work)
- Games in Healthcare
- Serious Games for Rehabilitation
- The Proposed System Overview
- Chapter 3 Methodology
- Introduction
- The approach of Agile
- The Proposed System Development process
- Requirement Elicitation
- Functional requirements
- System Analysis and Design
- Database Design and Development
- System Implementation
- System Testing
- System Evaluation
- Chapter 4 Requirements Engineering
- Introduction
- Elicitation Activities
- Requirements specification
- Problem Domain and solutions
- Functional Requirements
- Performance Requirements (non-functional requirements)
- Speed
- Capacity
- Reliability
- Usability
- Security
- Commercial Constraints
- Chapter 5 System Analysis & Design
- Introduction
- Textual Analysis
- Significant Events Analysis
- Classes Collaborations and Responsibilities
- System User Cases Diagram
- Disability Level Assessment Use Case
- Therapist System User Case
- Patients System User Case
- Unified Modelling Language (UML)
- Patient Rehabilitation System Use Case.
- Therapist Tracking System
- Chapter 6 System Design & Development
- Introduction
- System architectural Design
- The wearable device design architecture
- Sensor Board Design Architecture
- The games environment architecture
- User Interface Design
- System Wireframes
- Games engine environment wireframes
- Therapist Application wireframes
- The required activities for the hand/ leg on the wearable device
- System Mock-Ups
- Video Games Mock-ups
- Therapist Application Mock-ups:
- Database design
- Relationships
- Chapter 7 System Implementation
- Introduction
- Development Programming Languages
- Why Python
- Why Java
- Why C & C++ of Arduino
- Setting Up the Server
- Set Up a Standalone Network
- Set Up the Connection Between the Wearable device and the Server.
- Network Connection
- Services
- Setup the web server.
- MySQL Server Installation.
- Http Request
- Processing the Http Request by the Web Server
- Hardware Design and Implementation
- Hardware tools
- Circuit Design
- Hand Wearable Circuit
- Leg Wearable Circuit
- The software behind the designed hardware
- Game Engine Development
- Video Games Design Architecture
- Space War Shoot Game
- Graphics Design
- Snake and Bird Jumping Games
- Select a game window
- Therapist Application (Patient’s Tracking App)
- Libraries
- The Developed Classes
- Chapter 8 System Testing
- Introduction
- 8.2. Unit Test & Pytest
- Video Games Testing:
- Therapist Application Unit Testing
- Black-Box Testing
- Chapter 9 System Evaluation
- Introduction
- System Usability Evaluation
- Users Findings Analysis
- Rehabilitation System Cost
- Chapter 10 Conclusion & Future Work
- Conclusion
- Future Work
- References
Zielsetzung und Themenschwerpunkte (Objectives and Key Themes)
The primary objective of this project is to improve the motivation of stroke survivors to engage in rehabilitation. It aims to accomplish this by developing a novel system that incorporates video games and wearable devices, facilitating engaging and effective rehabilitation exercises for patients with upper or lower limb impairments.
- Stroke Rehabilitation
- Serious Games and Healthcare
- Wearable Technology for Rehabilitation
- Patient Motivation and Engagement
- System Design and Development
Zusammenfassung der Kapitel (Chapter Summaries)
- Chapter 1 Introduction: This chapter introduces the problem of stroke rehabilitation, highlighting the challenges of motivating patients to participate in therapy. The proposed system is presented as a solution utilizing video games and wearable devices to enhance patient engagement. The chapter outlines the aims and objectives of the project.
- Chapter 2 Literature Review: This chapter provides a comprehensive overview of existing research related to stroke rehabilitation. It discusses stroke definitions and causes, the importance of early rehabilitation, different physiotherapy techniques including Constraint-Induced Movement Therapy (CIMT), and the potential of serious games in healthcare. The chapter also reviews various rehabilitation systems and explores the potential benefits of the proposed system.
- Chapter 3 Methodology: This chapter outlines the methodology adopted for the project, which is Agile software development. The chapter explains the advantages of Agile and its suitability for the project. It describes the various stages of the Agile development process, including requirement elicitation, functional requirements, system analysis and design, database development, implementation, testing, and evaluation.
- Chapter 4 Requirements Engineering: This chapter details the process of defining the system requirements. It examines the problem domain, outlining the specific needs of stroke survivors and therapists. Functional requirements are categorized for different user roles (patients, therapists, administrators). The chapter then discusses non-functional requirements, such as speed, capacity, reliability, usability, and security. Finally, it lists the commercial constraints, including time limitations and development tools.
- Chapter 5 System Analysis & Design: This chapter presents the analysis and design of the system. Textual and significant event analysis techniques are employed to identify classes, functions, and attributes. The chapter goes on to define class collaborations and responsibilities, detailing the roles of each class and its interaction with other components. System use cases are then designed for patients and therapists, illustrating the interactions within the system. Finally, the chapter provides Unified Modeling Language (UML) diagrams for both the patient rehabilitation system and the therapist tracking system, offering a comprehensive visual representation of the system's architecture.
- Chapter 6 System Design & Development: This chapter focuses on the system's architecture, user interface design, and database design. It outlines the overall system architecture, showing how the wearable devices, server, games environment, and therapist application work together. The chapter then presents detailed designs for the wearable devices (hand and leg) and the sensor board. It provides wireframes and mock-ups for the user interfaces of the games environment and the therapist application. The database design is presented, including a diagram of the tables and their relationships.
- Chapter 7 System Implementation: This chapter provides a detailed explanation of the technical implementation of the system, including the programming languages used (Python, Java, C, C++, PHP), the setup of the server and its network, and the design of the wearable devices. It details the process of connecting the wearable device to the server and sending data via web services, including the use of HTTP requests and database interaction. The chapter goes on to discuss the hardware design and implementation, covering the selection of components and the design of the circuits. It also explains the software behind the designed hardware, providing an overview of the code and its functionalities.
- Chapter 8 System Testing: This chapter describes the system testing process, using various testing strategies to assess the quality and performance of the system. The chapter explains the use of pytest and unit testing for the games and the therapist application. It also outlines the process of black-box testing, focusing on the system's functionalities and user interfaces.
- Chapter 9 System Evaluation: This chapter discusses the evaluation of the system's usability and overall performance. It describes the process of gathering user feedback through surveys, highlighting the positive responses to the system's potential benefits for stroke survivors. The chapter also considers the system's cost and its affordability.
- Chapter 10 Conclusion & Future Work: This chapter provides a summary of the project's achievements, emphasizing the development of a novel rehabilitation system that can effectively motivate stroke survivors to engage in rehabilitation. It highlights the system's design and development process, its testing and evaluation, and its potential impact on stroke rehabilitation. The chapter concludes with a discussion of future work, exploring the possibility of integrating EEG brain reader technology to expand the system's functionalities and address other stroke-related challenges.
Schlüsselwörter (Keywords)
This project focuses on stroke rehabilitation, serious games, wearable technology, patient motivation, system design and development, Agile development, user interface design, database design, PHP, Java, Python, Pygame, Arduino, ESP8266, MPU6050, flex sensors, heart rate sensors, HTTP requests, MVC, unit testing, pytest, black-box testing, and user feedback.
- Quote paper
- Ali Al-Mahmood (Author), Michael Opoku Agyeman (Author), 2019, Home Rehabilitation of Stroke Patients. Designing Games Using Arduino and Raspberry Pi, Munich, GRIN Verlag, https://www.grin.com/document/493629