Development of Functional Electrical Stimulation Rehabilitation
System Integrated with Game
Chanil Kim, Moon-young Lee,
Jong-ha Lee, Hee-jun Park and Jeong-hun Ku
Department of Biomedical Engineering, College of Medicine, Keimyung University, Daegu, Korea
Keywords: Gamification, Upper Limb Rehabilitation, FES.
Abstract: Stroke is the main cause of chronic movement disorder as the aftereffect. Clearly, active participation for
patients is critical to increase the motor ability. In this paper, we propose the virtual-reality based
rehabilitation gaming system to increase the rehabilitation participation of stroke patients. The proposed
system consists of Functional Electrical Stimulation (FES) device, webcam, and game. The webcam tracks
the movement of patient’s hand when the FES stimulates. The patients rehabilitate with the game which is
operated by the hand movements and feels interest in rehabilitation. This work is the initial step towards
achieving the stroke rehabilitation gaming system to maximize the patient participation.
1 INTRODUCTION
Stroke damages the nervous system and muscular
system, and these damages engender aftereffects
such as chronic movement disorder. Upper and
lower limb movement disorder causes hemiplegia,
balance disorder and difficulty in walking.
Rehabilitation processes recover lower limb
movement, but the majority of patients have
insuperable difficulty with recovering the upper limb
movement. Currently used treatments of upper limb
paralysis are constraint induced movement therapy
(CIMT), functional electrical stimulation (FES),
joint tracking training, bio feedback, mirror therapy,
robot-assisted therapy and virtual reality therapy.(
Chung, JW, 2002) One of the most general and
effectual clinical treatments for upper limb recovery
is FES.
Neurons are electrically active cells. Presence of
electric field in nervous tissue leads to the
depolarization of neuronal lipid membranes and
induces firing of action potential. FES takes
advantage of this property of nerve cells. Passing of
electric current through nervous tissue can lead to
adverse effects such as decrease in excitability or
cell death due to thermal damage, electroporation,
toxic products from electrochemical reactions or
overexcitation of neurons.
The use of FES for the treatment of upper limbs
paralysis has increased recently and many studies of
its effectiveness are currently being conducted.
(Eom, GM, 2003)
According to the study by Park and Oh,
environmental factors in addition to patient’s
voluntary and active participation in the treatment
are critical for the stroke patient’s improvement in
movement. (Cho, IS., 2009), (Park, RJ., 2002),
(Bolton, D.A., 2004). However, there are limits to
inducing such participation from the patients with
the current FES-based rehabilitation treatments,
which do not provide any visuals but simple patterns
of electrical stimulation.
In this study, a gamified FES treatment system
that encourages more active participation from the
patients was developed.
2 METHODS
Wrists were the target areas for this rehabilitation
system. The system is consisted of two parts: FES
and data collection. According to the provided game
scenario by the system, electrical stimulation will be
applied to the target area. The patient’s
performances will be monitored by cameras and the
collected data will be provided to the system as a
feedback to the system’s performance. Patients
during the treatment will constantly receive instant
visual feedback as they accomplish the assignments
given in the game.
Kim C., Lee M., Lee J., Park H. and Ku J..
Development of Functional Electrical Stimulation Rehabilitation System Integrated with Game.
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
Figure 1: The Hardware (a) FES Controller, (b) Webcam,
(c) FES device.
As shown in Picture 1, the hardware is consisted
of FES device, FES Controller and webcam. The
FES device used is Microstim of MED-EL GmbH.
The FES controller was used to control the FES
device from the work station. And the webcam was
used in order to measure the angle of wrists.
Figure 2: Diagram of system.
3 RESULTS
There are two separate game contents; one for the
permanently paralyzed patient and another for the
partly paralyzed. For the permanently paralyzed, the
system visualizes the timing of FES, regardless of
the patient’s movement in the wrists, so that patients
are aware of when they will receive stimulations.
For the partly paralyzed, their movement will be
monitored, and the FES will be applied when their
movement is deemed inadequate.
4 CONCLUSIONS
In this paper, a new rehabilitation system for the
upper limbs of stroke patients was introduced. This
system seeks to supplement the existing treatments
of which simple FES patterns lead to passive
participation of patients. The new system expects to
promote voluntary and active participation, which
are crucial for successful treatment of post-stroke
paralysis.
Figure 3: The Scene for Setting (L), Playing Scene (R).
ACKNOWLEDGEMENTS
This research was supported by Basic Science
Research Program through the National Research
Foundation of Korea(NRF) (2013R1A1A2060973)
and the "Leaders Industry-university Cooperation"
Project, funded by the Ministry of Education(MOE)
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