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Improving Rehabilitation Process After Total Knee Replacement Surgery Through Visual Feedback and Enhanced Communication in a Serious Game

机译:在严重的比赛中,通过视觉反馈和增强的交流,改善了全膝关节置换手术后的康复过程

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A common problem during rehabilitation after total knee replacement surgery is a lack of intrinsic motivation to do the necessary exercises at home. Doing the exercises at home without the supervision of a physical therapist raises the risk that patients do not execute the activities in a safe and effective manner. To address this problem, we developed a serious exergame to improve engagement and the efficiency of the rehabilitation process. A team of game developers, physiotherapists and a researcher collaborated to contribute to the design and prototype development. This led to a prototype using Microsoft Kinect as an input device to engage users combined with an individualized setup that provides visual rewarding and corrective feedback to the patient and a communication channel to the therapist to enable performance monitoring. This interdisciplinary process we were engaged in has implications for the development of engaging exergames that communicate clinically relevant performance information to elderly patients through a visual feedback tool.
机译:全膝关节置换术后康复期间的一个普遍问题是缺乏内在动力在家中进行必要的锻炼。在没有物理治疗师监督的情况下在家进行锻炼会增加患者无法以安全有效的方式进行运动的风险。为了解决这个问题,我们开发了一款严肃的游戏,以提高参与度和康复过程的效率。游戏开发人员,物理治疗师和研究人员组成的团队共同为设计和原型开发做出了贡献。这导致了一个原型,该原型使用Microsoft Kinect作为输入设备来吸引用户,并结合了个性化设置,可为患者提供视觉奖励和纠正反馈,并为治疗师提供通信通道以实现性能监控。我们参与的这一跨学科过程对参与性游戏的发展具有意义,该游戏通过视觉反馈工具将临床相关的性能信息传达给老年患者。

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