The present study covers a new experimental system, designed to improve the balance and postural control of adults with cerebral palsy. This system is based on a serious game for balance rehabilitation therapy, designed using the prototype development paradigm and features for rehabilitation with serious games: feedback, adaptability, motivational elements, and monitoring. In addition, the employed interaction technology is based on computer vision because motor rehabilitation consists of body movements that can be recorded, and because vision capture technology is noninvasive and can be used for clients who have difficulties in holding physical devices. Previous research has indicated that serious games help to motivate clients in therapy sessions; however, there remains a paucity of clinical evidence involving functionality. We rigorously evaluated the effects of physiotherapy treatment on balance and gait function of adult subjects with cerebral palsy undergoing our experimental system. A 24-week physiotherapy intervention program was conducted with nine adults from a cerebral palsy center who exercised weekly in 20-min sessions. Findings demonstrated a significant increase in balance and gait function scores resulting in indicators of greater independence for our participating adults. Scores improved from 16 to 21 points in a scale of 28, according to the Tinetti Scale for risk of falls, moving from high fall risk to moderate fall risk. Our promising results indicate that our experimental system is feasible for balance rehabilitation therapy.
26 September 2024 in Information Processing & Management
Serious game development for rehabilitation therapy is becoming increasingly popular because of the motivational advantages that these types of applications provide. Consequently, the need for a common process framework for this category of software development has become increasingly evident. The goal is to guarantee that products are developed and validated by following a coherent and systematic method that leads to high-quality serious games. This paper introduces a new process framework for the development of serious games for motor rehabilitation therapy. We introduce the new model and demonstrate its application for the development of a serious game for the improvement of the balance and postural control of adults with cerebral palsy. The development of this application has been facilitated by two technological transfer contracts and is being exploited by two different organizations. According to clinical measurements, patients using the application improved from high fall risk to moderate fall risk. We believe that our development strategy can be useful not only for motor rehabilitation therapy, but also for the development of serious games in many other rehabilitation areas.
The lack of justification of the results obtained by artificial intelligence (AI) algorithms has limited their usage in the medical context. To increase the explainability of the existing AI methods, explainable artificial intelligence (XAI) is proposed. We performed a systematic literature review, based on the guidelines proposed by Kitchenham and Charters, of studies that applied XAI methods in X-ray-image-related tasks. We identified 141 studies relevant to the objective of this research from five different databases. For each of these studies, we assessed the quality and then analyzed them according to a specific set of research questions. We determined two primary purposes for X-ray images: the detection of bone diseases and lung diseases. We found that most of the AI methods used were based on a CNN. We identified the different techniques to increase the explainability of the models and grouped them depending on the kind of explainability obtained. We found that most of the articles did not evaluate the quality of the explainability obtained, causing problems of confidence in the explanation. Finally, we identified the current challenges and future directions of this subject and provide guidelines to practitioners and researchers to improve the limitations and the weaknesses that we detected.