The EPIK Island
Serious Game for Stroke Recovery
Inés Pinilla Giménez
1
, Francisco J. Díaz-Pernas
1
, Sonia Garrote Fernández
2
,
Juan Azael Herrero Alonso
2
, David González Ortega
1
and Mario Martínez-Zarzuela
1
1
Department of Signal Theory and Communications and Telematics Engineering, University of Valladolid, Spain
2
Miguel de Cervantes European University, Spain
Keywords: Stroke, Rehabilitation, Serious Game, Virtual Reality, Microsoft Kinect.
Abstract: In this paper we describe the features of a serious game with virtual reality for use as a complement in
rehabilitation therapies for patients who have suffered a stroke with subsequent motor and/or cognitive
sequelae. We will expose the importance of rehabilitation in this kind of patients, and how virtual reality
video games can be a good complement to the classical rehabilitation method. The game is divided in two
applications: one for the therapists where they can change the parameters of the game for adapting it to the
patient’s limitations, and the user’s application where the patient can play the different scenes and can
perform the prescribed rehabilitation exercises. Each one of the scenes allows the patient to perform some
movements aimed at the rehabilitation of some of its limitations, both motor and cognitive.
1 INTRODUCTION
Nowadays, strokes are responsible for up to 10% of
the total deaths in the world. Among the survivors, a
large number of cases have a bad prognosis: 29% die
in the first year, 30% cannot live independently, and
16% need to live in long-term institutions (Ruiz-
Ares et al., 2015).
Specifically, in Occidental countries, stroke is the
third most frequent cause of death, the second cause
of neurological disability after Alzheimer's disease,
and the leading cause of institutionalization for loss
of independence in adults (Martín-Zurro et al.,
2003). This means that it is one of the main reasons
for the economic resources of health systems.
A stroke is undoubtedly a personal tragedy, as
well as a social, health and economic burden.
Therefore, it requires an important demand of care
so that the patient adequately surmounts his sequelae
and prevent future accidents.
In general, the identification and control of vascular
risk factors are the basic preventive pillars of stroke.
These can be developed at two levels: primary,
controlling vascular risk factors, and in the
symptomatic phase, treating the patients who have
suffered previous accidents.
It is estimated that 50% of strokes occur in 10% of
the population, who should benefit from the
adequate treatment of its risk factors (Martín-Zurro
et al., 2003).
The 90-95% of strokes are due to modifiable risk
factors, so it is crucial to develop strategies to
prevent them. (Feigin et al., 2016).
In Spain there are 186 cases per 100,000
inhabitants per year. Among people over 65 years,
7,500 cases per 100,000, being the second cause of
general mortality and the first in women (Ruiz-Ares
et al., 2015).
In recent years, the number of accidents has been
gradually reduced, and their mortality has been
decreased to 50% (Ruiz-Ares et al., 2015). The
reduction in mortality and the better functional
evolution observed in the stroke units is due to a
greater adherence to care protocols, and a growing
awareness of the specific rehabilitation needs of
each patient (Cayuela et al., 2014).
The aim of rehabilitation is to help them to be as
independent as possible and thus improve their
quality of life. Helping them to relearn skills that are
lost when part of the brain is damaged (coordination
of movements, communicating ...), or teaching them
to perform tasks in a new way to avoid or
compensate for any residual disabilities.
192
Giménez, I., Díaz-Pernas, F., Fernández, S., Alonso, J., Ortega, D. and Martínez-Zarzuela, M.
The EPIK Island - Serious Game for Stroke Recovery.
DOI: 10.5220/0006366501920197
In Proceedings of the 3rd International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2017), pages 192-197
ISBN: 978-989-758-251-6
Copyright © 2017 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
A clear basis in any rehabilitation program is that it
must be voluntary, repetitive and specific to the
affected area.
Studies in multiple hospitals have shown that
survivors spend about half the day alone and
inactive, being most of the time in bed without
exercising any muscle. In addition, at weekends,
patients reach even lower activity levels (Stewart et
al., 2016).
This creates the need to give opportunities for
survivors to perform activities that allow them to be
rehabilitated, both in hospitals without the
continuous supervision of a specialist, and at home
during vacation periods. Among those opportunities
we find serious games of virtual reality.
Serious virtual reality games offer therapy based
on multisensory devices and involves interacting
with a simulated real-time environment. The basis of
this rehabilitation is that a more interesting
environment for a patient can improve motivation
for practice. In addition, they offer the opportunity
to practice activities that cannot be performed within
the clinical setting.
The use of virtual reality programs designed for
rehabilitation is still not very common in clinical
contexts, but little by little a gap is being formed
between therapies (Laver et al., 2017) (Alfageme et
al., 2002). Rehabilitation studies with virtual reality
try to determine if it really is a substitute for
traditional rehabilitation, but one undoubted
conclusion is that they are a good complement as
long as the virtual world provides the patient a
complete sensory reflection of the real world
(Todorov et al., 1997) (Guzmán et al., 2016). In
addition, there is no doubt that the patients'
motivation to the therapies increases regardless of
the age range studied (Broeren et al., 2008)
(Sveistrup et al., 2003).
In a previous work (Garrote et al., 2015), we
presented the serious game EPIK, designed by the
ASPAYM Foundation Castilla y León (Spain),
institution which works for getting a better life for
people with disabilities (strokes, spinal cord injury,
etc.), and developed by Telematics and Imaging
Group, University of Valladolid, Spain. EPIK
Platform was focused on allowing the therapist to
evaluate the exercises of the patients so that they
could carry out their rehabilitation at home and
without a specialist controlling him. It was
concluded that it was a good way to evaluate and
treat patients in a simple and cheap way.
In this article, we will show the continuation of
that idea, the serious game The EPIK Island. Unlike
EPIK, it is designed to offer a greater gameplay, so
the patient finds it more entertaining and helping
with their attitude towards therapies. It is designed
as a graphic adventure in which the player moves,
thanks to the camera of capture of movements
Microsoft Kinect 2.0, by different scenarios getting
points and resources.
2 METHODS
2.1 Purpose of the Game
The main objective of this system is to complement
the rehabilitation of patients with some type of
motor and/or cognitive limitation due to stroke,
facilitating the work of the therapist in controlling
the correct execution of the different movements,
and increasing the motivation of the patient.
In addition, it offers a great flexibility in face of
the different limitations of patients, because it allows
to calibrate motor ranges, to determine a series of
difficulty parameters, to differentiate in real time
between sitting and standing, and offers a guided
game mode for patients with very severe limitations.
All these differentiations have been determined
through different tests with ASPAYM patients, as
well as evaluating the opinions of physiotherapists.
2.2 Technologies
The EPIK Island game, uses the Microsoft Kinect
2.0 motion capture camera
(http://www.microsoft.com/en-us/kinectforwindows)
as it allows us to evaluate the patient's entire body
without the need for added elements.
It has been developed through the Unity game
engine (http://unity3d.com), which allows us to
create 3D or 2D games and implement them on
numerous platforms.
The integration between both is done through the
plugin Kinect for Windows SDK 2.0, and thanks to
it we can take full advantage of the technology that
both offer for the evaluation of the different
movements of patients.
2.3 Main Features
The EPIK Island needs the implementation of two
applications:
Web application: in this application (developed
by the Javacoya team, belonging to ASPAYM) the
therapist will be able to define the scenarios that
each patient should perform and their difficulty
parameters (Figure 1). With these parameters,
The EPIK Island - Serious Game for Stroke Recovery
193
therapies can be customized for the patient
limitations, as well as the therapist can control if
he’s making progress in solving increasing
difficulties.
Figure 1: Web application developed by Javacoya.
User application: in this application, the patient
will interact with the different scenarios that have
been developed. Currently two game modes are
implemented: in the first one, the patient will
download through the net the work plan determined
by the therapist and must complete all the scenarios
with their parameters, and in the second one, if any
node of the network fails, the patient can work on a
local plan with the basic parameters.
As we have explained previously, this game
pretends to be flexible for all the patients with motor
limitations that have suffered a stroke. Specifically,
it differentiates between patients with lower limb
limitations (if the limitation is severe, it will be
detected that the patient remains seated whereas, if it
is mild, the therapist can select a guided mode to
facilitate the therapy), and also allows, if the patient
has low mobility in one arm, to select a lateral
restriction in each scenario.
2.4 Game Modules
The user application is divided into three general
scenes:
Login scene: in this scene the patient enters his
data (Figure 2). If they are correct and there is a
correct connection to the server, the sessions
predefined by the therapist will automatically be
downloaded. If the connection fails, a file will be
loaded with the basic parameters.
Figure 2: Login scene.
Scenario selection scene: in this scene the patient
will select one by one the scenarios to perform
(Figure 3). If there has been a correct web
communication, he must do the scenarios in the
order that the therapist has determined. If not, he
will have full access freedom.
Figure 3: Scenario Selection Scene.
Developed Scenarios: In these scenes, the patient
will rehabilitate their motor functions, moving
through the camera Kinect an avatar that will
represent their movements, and picking up different
objects that he will find on the stage for a time
determined by the therapist. The number of objects
collected will be saved as points, and will motivate
the patient to get new records in future sessions. If
there are exercises for arm rehabilitation, a
calibration option is added previously to the game in
which it will be determined to how much distance it
is able to pick up the different objects, in order to
adapt it even more to the patient.
2.5 Developed Scenarios
2.5.1 First Scenario
This scenario, called “La Playa del Alivio”, focuses
on the rehabilitation of the upper limbs, causing the
patient to collect some coconuts that will fall to their
sides, along with a part of cognitive rehabilitation,
because he will must to avoid collecting bananas.
The dynamics of the game is that the avatar must
move along a beach reaching different palms, which
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194
must hit by stretching the arms or lifting them a
predetermined number of times, and later pick up the
coconuts that fall to their sides (Figure 4).
Figure 4: Scenery of collecting objects from “La Playa del
Alivio”.
The game parameters that the therapist can vary
are: the playing time, the number of palms that the
patient is, the number of times that each palm has to
be repeated, the blows for the coconuts to fall, the
difficulty of the distance of collect depending on the
calibrated range, the number of objects falling, the
percentage of coconuts relative to the total number
of objects, the difficulty in the speed of falling of the
objects, and whether the patient can move freely,
guided by a path, or the avatar automatically
advances.
2.5.2 Second Scenario
This scenario, called “La Selva Contaminada”,
focuses on the rehabilitation of the upper and lower
extremities, causing that the patient must collect two
types of objects: trunks that appear on the ground
and for which he will need to do a squat, and leaves
in the trees for which he will need to stretch his arms
upwards.
The dynamics of the game is that the avatar must
cross a jungle collecting the objects that appear for
getting points (Figure 5).
Figure 5: Scenario of “La Selva Contaminada”.
The game parameters that the therapist can vary
are: the playing time, the number of logs and leaves
that will appear, the difficulty of collecting the
trunks and leaves, and the freedom of movement that
the patient will have around the stage.
2.5.3 Third Scenario
This scenario, called “La Cueva del Volcán”,
focuses on the rehabilitation of balance, causing that
the patient must collect objects by lateral
inclinations of the trunk. Specifically, he must
collect diamonds while avoiding to collect some red
gems, which will allow a cognitive rehabilitation.
The dynamics of the game is that the avatar
automatically moves in a wagon on rails along a
cave, and the user only has to lean to pick up the
diamonds (Figure 6). In addition, in some cases, the
wagon will stop at a bifurcation and the patient must
have to choose the side that wishes to choose to
continue, with a lateral inclination.
Figure 6: Scenario of “La Cueva del Volcán”.
The game parameters that the therapist can vary
are: the playing time, the number of objects that
appear, the percentage of diamonds that will appear
in relation to the total objects, the speed of the car,
and the minimum angles of inclination that the
patient must perform to collect objects.
2.6 The EPIK Island in the
Rehabilitation Center
Three testing sessions with patients were conducted
at the rehabilitation center during the developing
process. The feedback collected allowed to fix bugs,
incorporate different parameters for the scenarios,
and adjust the difficulty levels. Thanks to these
modifications, therapists can customize the sessions
depending on the needs of every patient.
In these sessions we have instructed the therapists in
the use of the game: how to control the parameters,
where to place the patient correctly and, finally, how
to read the quantitative measurements of the sessions
(Figure 7).
The EPIK Island - Serious Game for Stroke Recovery
195
Figure 7: Testing the game with the therapists.
After installing the final version in the
rehabilitation center, the opinions of the therapist
are:
1. The game is beneficial for getting a better
static balance of the patients.
2. The scenarios of the beach and the jungle
improve the lateral reaches, and the cave
improves the lateral translations.
3. The anterior-posterior stability is trained
with the anterior translation, needed for
moving the avatar.
4. We can incorporate unstable fitness training
devices such as bosus or balls (Figure 8),
for users with a higher level of balance.
5. Is really useful the constant requirement of
cognitive processes, such as attention,
reasoning and spatial perception to achieve
improvements in postural control and
mobility ranges.
6. Finally, the variability of the parameters
will allow them to adapt the game
individually to the needs of the patients.
Figure 8: Testing the game with fitness training devices.
3 CONCLUSIONS
The main objective of this serious game is to
complement the therapies of rehabilitation of
patients of stroke using virtual reality, in such way
that it increases significantly the motivation of these
before the therapies. Due to the great playability of
the scenarios patients perform the exercises in a
repetitive and completely voluntary way. Therapists
find this system flexible enough to be easily adapted
for the training of patients with different sequelae.
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