technologies to rehabilitation has generated a pos-
itive feedback from therapists. For instance, the
ArmeoSpring, a more recent proposal from Hocoma,
is a robotic tool to improve therapy by facilitating in-
tensive and functional movement exercises. As it is
proposed by Colombo et al, this tool supports the ther-
apy by motivating, game-like tasks (Colombo et al.,
2007). Video games have long been known to be en-
gaging to play. Thus, if rehabilitation games with
a similar degree of engagement are created, it will
be possible to improve the therapeutic results. For
this end, gaming consoles that combine entertainment
and exercise such as the Nintendo Wii or the Sony
Eyetoy can be employed. On the contrary, commer-
cial games could not be useful for people with mo-
tor function problems. They are often too fast and
frequently provide negative feedback when they are
lost (Burke et al., 2010). The design of rehabilita-
tion games requires the a priori definition of the spe-
cific profile of the patient and the rehabilitation ob-
jectives. Some of these rehabilitation games employ
virtual (augmented) reality technology to immerse the
patient in a virtual scenario. For motor function reha-
bilitation, it is also common to incorporate technology
to track the movements of the patient. This tracked
data can be then used to drive a graphical represen-
tation of the patient (or a part of her) in the virtual
world. The advantages of this scenario are twofolds:
it enables the patient to achieve a high degree of con-
trol onto her activity on the game; and it improves
the degree of engagement of the game. Both issues
improve the rehabilitation therapy, increasing the pa-
tient’s control of her movements (there is a goal like
in functional-based therapies) or her motivation.
This paper proposes to combine the engagement
capabilities shown by rehabilitation games with hand-
off assistive robotics. Given the inherent people ten-
dency to engage with life-like social behaviour, the
use of the robot for augmenting or maintaining the
patient’s motivation provides an important advantage
over game-based approaches (Fasola and Mataric,
2011). Thus, socially assistive robots emerge as a
new field of robotics whose aim is to develop systems
that assist patients through social rather than phys-
ical interaction (Tapus et al., 2007). They provide
therapy oversight, coaching and motivation using the
robot’s abilities to interact and maintain the interest
of patients. These robots are described as an intersec-
tion of assistive robotics (those that provide assistance
to a person) and socially interactive robotics (those
that communicate with people through social, non-
physical interaction) (Feil-seifer and Matari
´
c, 2011).
We have developed a system that uses low-cost gam-
ing and robotics technologies for the rehabilitation of
paediatric patients with upper-limb motor deficit due
to cerebral palsy or brachial plexus palsy (obstetric),
but without significant cognitive or communicative
deficits.
1.1 Motivation
Cerebral palsy is a neurological chronic impairment
usually caused by a prenatal brain defect or by brain
injury during birth, that has a specific influence in
certain motor areas. It can appear in the first gesta-
tion day or within the first three or five years, mani-
festing with several symptoms including muscle tone,
posture and movement disorders. In addition, cogni-
tive impairments, communicative disorders, and con-
vulsive seizures (epilepsy) may be present. The inci-
dence of cerebral palsy is about 2 per 1000 live-births
in developed countries and slightly greater, about 2.5
per 1000, in developing countries. Longer prevalence
has been detected due to the increase in survival rate
in children born with low weight or other risk fac-
tors such as premature, maternal-child malnutrition
and having a pregnancy with low control. This large
incidence has an important impact on the clinical re-
sources. For instance, in 2010, 1.135 new patients
asked for a first session on paediatric rehabilitation
due to this pathology, and a total of 2.957 patients
where attended at the Hospital Universitario Virgen
del Roc
´
ıo (HUVR) in Seville. On the other hand, ob-
stetrical brachial paralysis is defined as a flaccid pare-
sis of an upper extremity due to traumatic stretching
of the brachial plexus received at birth, with the pas-
sive range of motion greater than the active range mo-
tion (see Fig. 1)
1
. Brachial palsy is a paralysis in-
volving the muscles of the upper extremity that fol-
lows mechanical trauma to the spinal roots of C5 to
T1 during birth. Injuries are transient, with full re-
turn of function occuring in 70-92 % of cases (Mich-
elow et al., 1994). In Spain, we find about 160-230
new cases of this pathology per year, which will be
associated to other visceral, vascular or cranial in-
juries. There is certain stability in the incidence of
this pathology in recent years, but this ranges from
0.5 to 1.9 per 1000 live-births.
In order to ensure that children suffering from
these two pathologies achieve the highest level of re-
covery possible, it is essential that they start sched-
uled physical therapy sessions as soon as possible.
These sessions should also be regularly conducted (in
an ideal case, it would be desirable that each patient
will be treated every day). However, both issues are
not always possible due to the lack of therapists. In
fact, at HUVR, these patients are usually treated one
1
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