The research of a socially assistive robot has a potential to augment and assist physical therapy sessions for patients with neurological and musculoskeletal problems (e.g. stroke). During a physical therapy session, generating personalized feedback is critical to improve patient's engagement. However, prior work on socially assistive robotics for physical therapy has mainly utilized pre-defined corrective feedback even if patients have various physical and functional abilities. This paper presents an interactive approach of a socially assistive robot that can dynamically select kinematic features of assessment on individual patient's exercises to predict the quality of motion and provide patient-specific corrective feedback for personalized interaction of a robot exercise coach.
Exergames help senior players to get physically active by promoting fun and enjoyment while exercising. However, most exergames are not designed to produce recommended levels of exercise that elicit adequate physical responses for optimal training in the aged population. In this project, we developed physiological computing technologies to overcome this issue by making real-time adaptations in a custom exergame based on recommendations for targeted heart rate (HR) levels. This biocybernetic adaptation was evaluated against conventional cardiorespiratory training in a group of active senior adults through a floor-projected exergame and a smartwatch to record HR data. Results showed that the physiologically-augmented exergame leads players to exert around 40% more time in the recommended HR levels, compared to the conventional training, avoiding over exercising and maintaining good enjoyment levels. Finally, we made available our biocybernetic adaptation software tool to enable the creation of physiological adaptive videogames, permitting the replication of our study.
Exergames are videogames that use physical movement to mediate player's interactions with digital contents. Multiple adaptation mechanisms have been used to enhance the effectiveness of employing Exergames to promote physical exercise. One of the most interesting strategies utilizes physiological signals to infer the status of player's cardiorespiratory responses and create real-time game adaptations. This strategy is called biocybernetic-adaptation and despite its promising potential, quantitative studies identifying measurable benefits are scarce. We developed a between-subjects study measuring the autonomic-cardiac regulation differences between conventional cardiorespiratory training methods and a physiologically modulated Exergame in a group of fifteen older adults. We used heart rate (HR) data measured through smartwatches and a floor-projection setup to encourage players to exert in targeted HR zones. We presented the analysis of the time users spent in the target zone and the Heart-Rate-Variability (HRV) in time and frequency domains during training sessions of 20 minutes length. Two time-domain (SDNN and RMSSD) and one frequencydomain (VLF) HRV parameters showed significant differences, revealing lower HRV values in the physiologically adaptive condition when compared with conventional training. Our data suggests that smartwatch technology can be accurate enough to assess HRV changes, and that a HR based physiologically adaptive Exergame induces less HRV.
Objective: To conduct a pilot randomized control trial to assess the feasibility and acceptability of full-body interaction cognitive training (FBI-CT) inspired by instrumental activities of daily living in chronic psychiatric inpatients and to explore its preliminary impact on cognitive and noncognitive outcomes. Materials and Methods: Twenty psychiatric inpatients met the inclusion criteria and were randomly allocated to the FBI-CT group (n = 10) or the tablet-based CT group (T-CT) (n = 10). Neuropsychological assessments were performed at baseline, postintervention, and 3-month follow-up. Results: Both groups presented high completion rates at postintervention and follow-up. Participants reported high satisfaction following the interventions, with the FBI-CT group exhibiting slightly higher satisfaction. A within-group analysis showed significant improvements in the FBI-CT group for processing speed and sustained attention for short periods (P = 0.012), verbal memory (P = 0.008), semantic fluency (P = 0.027), depressive symptoms (P = 0.008), and quality of life (P = 0.008) at postintervention. At 3-month follow-up, this group maintained verbal memory improvements (P = 0.047) and depressive symptoms amelioration (P = 0.026). The T-CT group revealed significant improvements in sustained attention for long periods (P = 0.020), verbal memory (P = 0.014), and executive functions (P = 0.047) postintervention. A between-group analysis demonstrated that the FBI-CT group exhibited greater improvements in depressive symptoms (P = 0.042). Conclusions: Overall, we found support for the feasibility and acceptability of both training approaches. Our findings show promise regarding the preliminary impact of the FBI-CT intervention, but due to study limitations such as the small sample size, we cannot conclude that FBI-CT is a more effective approach than T-CT for enhancing cognitive and noncognitive outcomes of chronic psychiatric inpatients. Clinical trials (number: NCT05100849).
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