The invention relates to hardware and software systems for physical rehabilitation and exercise after stroke or other neuro-degenerative condition.
According to certain embodiments of the present disclosure, a rehabilitation system comprises a physical controller.
According to certain embodiments of the present disclosure, a rehabilitation system comprises adaptive gameplay responsive to a user's aptitudes.
In the figures, which are not necessarily drawn to scale, like numerals describe substantially similar components throughout the several views. The drawings illustrate generally, by way of example, but not by way of limitation, various embodiments discussed in the claims of the present document.
Various non-limiting embodiments of the present disclosure will now be described to provide an overall understanding of the principles of the structure, function, and use of the proficiency tracking systems and processes disclosed herein. One or more examples of these non-limiting embodiments are illustrated in the accompanying drawings. Those of ordinary skill in the art will understand that systems and methods specifically described herein and illustrated in the accompanying drawings are non-limiting embodiments. The features illustrated or described in connection with one non-limiting embodiment may be combined with the features of other non-limiting embodiments. Such modifications and variations are intended to be included within the scope of the present disclosure.
Reference throughout the specification to “various embodiments,” “some embodiments,” “one embodiment,” “some example embodiments,” “one example embodiment,” or “an embodiment” means that a particular feature, structure, or characteristic described in connection with any embodiment is included in at least one embodiment. Thus, appearances of the phrases “in various embodiments,” “in some embodiments,” “in one embodiment,” “some example embodiments,” “one example embodiment,” or “in an embodiment” in places throughout the specification are not necessarily all referring to the same embodiment. Furthermore, the particular features, structures or characteristics may be combined in any suitable manner in one or more embodiments.
Described herein are example embodiments of systems and methods for providing rehabilitation exercises and games to persons having hand and arm impairments.
The examples discussed herein are examples only and are provided to assist in the explanation of the apparatuses, devices, systems and methods described herein. None of the features or components shown in the drawings or discussed below should be taken as mandatory for any specific implementation of any of these the apparatuses, devices, systems or methods unless specifically designated as mandatory. For ease of reading and clarity, certain components, modules, or methods may be described solely in connection with a specific figure. Any failure to specifically describe a combination or sub-combination of components should not be understood as an indication that any combination or sub-combination is not possible. Also, for any methods described, regardless of whether the method is described in conjunction with a flow diagram, it should be understood that unless otherwise specified or required by context, any explicit or implicit ordering of steps performed in the execution of a method does not imply that those steps must be performed in the order presented but instead may be performed in a different order or in parallel.
Specific sizes and scales are here provided solely as non-limiting examples of implementation(s) of the present invention. The substance of the present invention is an arrangement of functional elements as described in the claims that make it easier to conduct rehabilitation after stroke than with any systems described in the prior art.
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There is a strain relief 1215 to which an output wire can be connected via an aperture 1216.
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According to further embodiment of rotating grip 3000 shown in
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According to further embodiments of the present disclosure, the accelerometer or gyroscope is mapped to XY coordinates and communicated to the computer as movements of a mouse. By mimicking conventional input devices such as keyboards and mice, the device can communicated its position in space to a computer without the need for proprietary device drivers.
According to a further embodiment of the present disclosure, a puck 5100 is shown. Puck 5100 is geometrically similar to puck 4000, but without any internal electronics. Instead, puck 5100 has faces that are optically recognizable by a camera 5210 on an armature 5200 by means of their shape or another visual marking. The scene as recorded by camera 5210 is interpreted by a feature recognition machine vision system which determines the orientation and position of the puck 4000. A corresponding game environment is then projected downward onto the puck 4000 and its surrounding environment by a projector 5220.
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In use, the various states of the pegboard system 6000 may be mapped to a keyboard list, such that the relative position of a piece in the pegboard is communicated to a computer as an asci character. In the same vein, the pegboard system may receive input from a computer via encoding via a headphone jack. In such a way, a user may visit a gaming website in order to use the pegboard. The gaming website plays a sound which communicates to the pegboard by way of a modulation scheme such as amplitude modulation, frequency modulation, phase key shifting, or other encoding scheme a specific LED to illuminate about a specific aperture. The web site then displays a countdown timer the counts until a user places the appropriate piece into the appropriate aperture. Once this is done, the pegboard communicates an asci code to a website that corresponds to the aperture engaged and the website responds accordingly, including for instance by restarting the timer and illuminating/highlighting a new aperture. According to certain embodiments of the present disclosure, different tokens contain different machine readable elements by which an aperture may identify those tokens with appropriate readers, including for instance RFID tokens or bar-code tokens.
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In the same vein (but opposite data direction of data travel), outputs from a game engine may be communicated to a peripheral such as the controllers previously described by means of either the onboard sound card of a computer or the peripheral mimicking a USB or Bluetooth sound card when connected. In a first embodiment of such a scheme, a peripheral such as pegboard 6000 may have a wire for plugging into a headphone jack. This wire would then be in electronic communication with a microprocessor configured to demodulate signals encoded in the audio played by a website. In turn, the website would then transmit modulated signals via its sound output which communicate to the pegboard which if any LEDs within the pegboard should be illuminated at any given time. In a second embodiment of such a scheme, a microprocessor within the peripheral is configured to act as a Bluetooth or USB sound card, so that when modulated signals are received from the website as encoded sounds, the microprocessor is capable of demodulating these into data usable by the peripheral. According to further embodiments of the present disclosure, the audio communication scheme described in this section is used to drive haptic feedback such as eccentric vibration motors, or physical actuators such as servos or linear actuators, or electric motors which affect the physical state of the peripheral.
According to further embodiments of the present disclosure, the gameplay within the system is continuously modified to adapt to the cognitive abilities of a user, physical abilities of a user, and noise rejection abilities of a user. In terms of physical abilities, the system has several classes of aptitudes, including for instance speed of movement, distance of movement, steadiness of movement, decision time, accuracy, endurance for sustained movement, endurance for repetitive movement, and range of motion. In terms of cognitive abilities, the system has several classes of aptitudes, including for instance sustained attention, selected attention, divided attention, multiple simultaneous attention, short term working memory, long term working memory, category formation, and pattern recognition. In terms of noise rejection abilities of a user, the system has several classes of aptitudes, including for instance extraneous visual data like quantity of extraneous objects, colors of extraneous objects, stillness or motion of extraneous objects, position of extraneous objects, and the size of extraneous objects. Further examples of noise include acoustic data such as different wavelenths of sounds different rhythmic patterns, constant noise, random noise, noise associated with game events, music, and ambient/steady noise.
The system constantly tracks how user responds to the various challenges and stimulae described above in order to continuously manipulate gameplay to maintain an experience that is both challenging for a user and drives progress in rehabilitation.
The system for modifying gameplay as described in the preceding sections will now be described with specific reference to 4 different types of games, specifically a Tetris clone, a ‘target practice’ style game, a ‘moving road’ style game, and a turn based game such as chess, checkers or scrabble.
In the case of a tetris clone, a controller such a rehabilitation tool 1000 is connected via USB to a computer and configured to communicate its position on a tabletop to the computer as mouse XY coordinates and the rotational position of grip 1100 as vertical scroll position. A game engine is disposed within a website. When a user visits the game, the game engine initials displays a series of calibration screens asking the user test their range of motion on a given day. The user is asked to move their arm up as far as possible and then press a mouse button or spacebar, down as far as possible followed by spacebar, left as far as possible followed by spacebar, to pronate their hand as far as possible followed by spacebar, and to supinate their hand as far as possible followed by spacebar. The website records these movements (which may extend beyond the screen space of the website using functionality such as Pointer Lock within HTMLS). The calibration data is both recorded as one measure of historical range of motion for a user and also used to scale further interactions with the game. Once gameplay begins, a user is able to move pieces left/right by manipulating the controller left/right, drop pieces down by nudging the controller downward, and rotate the pieces by rotating the grip. The game engine keeps track of speed and range of motion by monitoring movements during gameplay. Similarly, the system keeps track of how long from when a block appears until when a user orients it into its final position to as measures of motor planning and decision/processing time. As the game progresses the engine first establishes a baseline for the user's performance and then begins injecting noise and challenges and tracking how well the user's performance changes. For instance, the system can change how quickly the next block is revealed as well as speed of falling to challenge reaction/processing time, it can initially start in black and white and then slowly introduce colored tiles to challenge ability to process visual noise, and it can require different levels of movement of the controller in order to correspond to translations of the tetris pieces on-screen. The measurement and manipulation of these elements happens dynamically and in a manner that is transparent to the user.
In the case of a “target practice” game such as “duck hunt” for NES, a sighting cross-hair is provided on-screen which is manipulated by means of moving the controller 1000 on a tabletop. Rotation of the grip may also be included to draw back a bow/arrow or cock a gun within the gameplay analogy. The game engine could then deploy targets in accordance with a user's abilities, for instance varying the number of targets on the screen, their speed, where they appear relative to the user's cross-hairs, the size of their target areas, the number, quantity, and type of extraneous elements on the screen and where they are relative to the user's crosshairs, etc. in order to both measure a user's abilities and challenge them to improve.
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According to further embodiments of the present disclosure, a turn-based game such as chess, checkers, scrabble, or the like is provided with the user being able to play against either a computer or a remote human player. In the case of a remote human player, the remote player may be a healthy user who interacts with the game using a traditional computer interface such as a mouse of cell-phone touch screen. In the case of the user (local user) who has a physical impairment and is using one of the aforementioned controllers or physical devices, the local user must complete a physical or cognitive challenge in order to take their turn. For instance, in the case of a game of checkers or tic-tac-toe, a healthy remote user may initiate a game with a local user of a controller 1000. A remote user may mark their “X” or “O” directly onto the screen, after which the game engine communicates the result of the remote user's turn to the local user and invites the local user to take his/her turn as well. The local user engaging with the controller 1000 however would need to perform a randomly selected challenge or exercise which goes to one of the aforementioned aptitudes, including for instance a speed or range of motion exercise, a prolonged motion such as tracing a shape to develop accuracy or endurance, or a working memory exercise with flash-cards. Only upon successful completion of the exercise is the local user able to take his or her turn in the game of tic-tac-toe.
According to further embodiments of the present disclosure, player data is collected which tracks how past players' abilities have previously improved upon exposure to various physical and cognitive challenges. The game engine then uses machine learning to analogize the progress of new players to previous players and thereby determine gameplay changes that will result in positive outcomes or improvement in physical ability, cognitive aptitude, or noise rejection.
Unless otherwise indicated, all numbers expressing quantities of components, conditions, and otherwise used in the specification and claims are to be understood as being modified in all instances by the term “about”. Accordingly, unless indicated to the contrary, the numerical parameters set forth in the instant specification and attached claims are approximations that can vary depending upon the desired properties sought to be obtained by the presently disclosed subject matter.
It is understood that, in light of a reading of the foregoing description, those with ordinary skill in the art will be able to make changes and modifications to the present invention without departing from the spirit or scope of the invention, as defined herein. For example, those skilled in the art may substitute materials supplied by different manufacturers than specified herein without altering the scope of the present invention.
This application claims priority to provisional application No. 62/912,639 filed on Oct. 9, 2019 which is incorporated by reference herein in its entirety.
Number | Date | Country | |
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62912639 | Oct 2019 | US |