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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Creation of Physiatric Exercises for Remote Use in Rehabilitation Exergames</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dario Maggiorini</string-name>
          <email>dario@di.unimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Laura Anna Ripamonti</string-name>
          <email>ripamonti@di.unimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Davide Gadia</string-name>
          <email>gadia@di.unimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Milano</institution>
          ,
          <addr-line>Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>2</fpage>
      <lpage>7</lpage>
      <abstract>
        <p>The current demographic ageing in Europe is the result of a relevant economic, social, and medical development. Nevertheless, at the same time, it is also leading to a significant increase in the demand for long-term care (LTC), especially for seniors. One viable way to offer qualified cares at home, while at the same time containing costs, is to exploit digital technologies as enablers of a constant interaction between seniors and assisting personnel. In particular, (video) games have already been identified as a viable way to foster motivation and engagement in the long term. While technical solutions to provide at home LTC has already been proposed, the scientific community is still working on general methodologies to streamline the process on the caretaker's side. In this paper, we focus on a software application to design and propose physiatric exercises from a remote location. These exercises can be extremely tailored on the requirements of each patient and can be monitored in an automated way exploiting off-the-shelf gaming technologies such as Microsoft Kinect. The proposed solution aims to shorten the feedback loop between patient and caretaker in order to increase the quality of the therapy and improve the recovery time.</p>
      </abstract>
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      <title>-</title>
      <p>Author Keywords
HCI; visual interfaces; healthcare; long-term care; LTC.</p>
      <p>
        INTRODUCTION
It has been estimated that, by 2025, people over 60
worldwide will be 1.2 billion, and by 2050 they will reach 2
billion (in 2000 they used to be ‘only’ 600 million). Also, in
2050, in Europe, the number of over 60 will equal the 40%
of the total population, and the 60% of the population in
GHItaly18: 2nd Workshop on Games-Human Interaction, May 29th, 2018,
Castiglione della Pescaia, Grosseto (Italy)
Copyright © 2018 for the individual papers by the papers' authors. Copying
permitted for private and academic purposes. This volume is published and
copyrighted by its editors.
working age – that is to say 15–64 years old [
        <xref ref-type="bibr" rid="ref21">2, 9, 16</xref>
        ]. In
the following decades, the so-called ‘baby-boomers’ (i.e.,
the huge generation born in the ‘50s–‘60s) will start to
retire, further exacerbating the situation. The demographic
ageing in Europe is the result of a relevant economic,
social, and medical development, that provide us with
longer and better lives compared to those of past
generations. Nevertheless, this progressive increase in
population lifespan, besides creating new opportunities,
impacts deeply on a number of areas, such as: healthcare,
retirement, housing, community care, welfare, etc. Among
these areas, one of the most afflicted is the long-term
sociomedical assistance. This increase in the demand for Long
Term Care (LTC) is supported by declining (or, at best,
growing at a slower pace) public financial resources.
Consequences of this emerging situation call for a
reorganization of the assistance supply through the
development of innovative management approaches, the
enrichment of socio-medical services, the integration
between hospitals and local communities, and the adoption
of multidisciplinary perspectives. As of today, the most
promising solutions rely on exploiting digital technologies
in order to provide services supporting LTC at home. As a
matter of fact, domiciliary cares can be an effective
alternative to long-term hospitalization: the psychological
and affective benefit for the patient would be huge, and
shorter hospitalizations would mean shorter queues to
access public health services and shrinkage in costs. Among
all possible digital technologies, (video) games have
already been identified as a viable teaching/training media
in 2002 with the foundation of the Serious Games Initiative
[
        <xref ref-type="bibr" rid="ref20">15</xref>
        ] by the Woodrow Wilson Center for International
Scholar in Washington, D.C. In particular, serious games
can provide a way to increase engagement in a
rehabilitation therapy: exercises disguised as sessions of
serious gaming are more likely to be performed on a regular
basis and will not require the constant presence of a
therapist. Moreover, the scoring system may also offer a
quick and easy way to assess the rehabilitation path and/or
to raise real-time alarms.
      </p>
      <p>
        Designing a serious game for rehabilitation [
        <xref ref-type="bibr" rid="ref16">5, 11</xref>
        ] as well
as defining a distributed infrastructure to support
noninvasive patient monitoring and remote assistance [
        <xref ref-type="bibr" rid="ref17">12</xref>
        ] are
not impossible challenges. Nevertheless, an important issue
still stands about how to easily define the right exercise for
each patient and deploy it on a device located in the
households. Exercises should not be described using code
because that would be impractical for medical staff but, at
the same time, they must be easy to integrate in an existing
gaming environment.
      </p>
      <p>With the above goal in mind, this paper is focused on
proposing a visual interface which will be viable for a
medical operator and where an exercise can be easily
defined while taking into account patient’s monitoring data.
This exercise can then be deployed remotely as a physiatric
serious game and be part of a long-term rehabilitation
therapy.</p>
      <p>
        RELATED WORK
The idea of using games to foster medical therapies has
already been accepted long before computers and electronic
devices became a way to convey entertainment [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In
particular, in recent times, we have been witnessing a fair
number of projects and experimentations on this topic [
        <xref ref-type="bibr" rid="ref10 ref15 ref16 ref17 ref18 ref19 ref4 ref5 ref7">3, 4,
6, 7, 8, 10, 11, 12, 13, 14</xref>
        ].
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref18">13</xref>
        ], authors design an exergame for post-surgery knee
rehabilitation. The provided solution uses Kinect to monitor
the patient and allows remote assistance, but the final
application is limited to assist on knee conditions. Other
contributions are focusing on post-stroke patients; in
particular, [
        <xref ref-type="bibr" rid="ref10">8</xref>
        ] proposes an exergame for upper-limbs
rehabilitation. As in the previous case, authors are focused
on a specific game rather than a more comprehensive
solution. Authors of [
        <xref ref-type="bibr" rid="ref4">3</xref>
        ] are also targeting after-stroke
upper-limb rehabilitation, but a more comprehensive study
is offered about the usefulness of Augmented Reality (AR)
in designing and deploying rehabilitation exergames. Other
contributions [6, 7] are proposing exergames designed for
wrist rehabilitation. In this case, while still limited to a
specific condition, authors try to exploit mobile phones to
increase accessibility and user experience.
      </p>
      <p>
        Other contributions try to be more general and proposes full
frameworks [
        <xref ref-type="bibr" rid="ref19">14</xref>
        ] or general methodologies [
        <xref ref-type="bibr" rid="ref15 ref5 ref7">4, 10</xref>
        ] to
improve patient motivation and prove the all-around
effectiveness of games in rehabilitation therapies. This
group, anyway, seems to be more focused on monitoring
the patient and evaluating the effectiveness of a therapy
rather than actually hosting and dispensing exercises.
All the solutions referenced so far, are either implemented
around an existing game or focus on providing design
guidelines for exergames; none of them are proposing an
integrated environment to manage multiple exercises/games
in the context of a rehabilitation process taking place over a
long time.
      </p>
      <p>
        A more comprehensive solution to host and manage
exergames, and to monitor patients’ performance from a
remote location is represented by Care@Home [
        <xref ref-type="bibr" rid="ref16 ref17">11, 12</xref>
        ].
Care@Home is a complete framework where a caretaker
can interact with each patient using a remote application.
This remote application is capable to define exercises to be
proposed as games via a set-top-box located in the patient’s
house. The created exercises may not be specific to a
medical condition and should be suitable for a number of
exergames. Our contribution in this paper is going to be an
extension to Care@Home and, for this reason, we will now
present its framework in detail.
      </p>
      <p>The Care@Home Project
The Care@Home project has been developed to allow
remote interaction, on a daily basis, with elders (especially
those living alone) requiring LTC. Care@Home integrates a
number of sensor devices in the patient environment and
allows to assign exercises, verify progresses in mobility,
and monitor health/environmental parameters. In particular,
the Kinect gaming device has been exploited as a
movement and body measurement sensor as well as for its
easy integration in a gaming platform. A set-top-box is
installed in the elder home to manage the Kinect together
will all other environmental sensors and to interface the
household with a caretaker’s control center (see Fig. 1).
Care@Home has been implemented as a distributed
architecture whose purpose is to provide an efficient,
reliable, and scalable real-time communication between
sensing equipment located in the home of each patient and a
central control system. A schema of the hi-level
architecture is reported in Fig. 2. In the picture, we can
observe that this architecture is composed by many
components; some of them are located inside the
caretaker’s organization datacenter (shaded area), while
others are dislocated where convenient: either in the
caretaker’s office or in the patient’s household. In
particular, on the patient side, a DeviceProxy is in charge to
manage the connection and collect data from the local
sensors. Moreover, the DeviceProxy is storing all the
information related to the exercises to be “dispensed” to the
patient.</p>
      <p>When an exercise is performed, the Kinect comes into play
and starts tracking the patient’s position. A sequence of
positions is presented on the screen as dots overlapped to
the avatar reporting the current body position (see Fig. 3).
Each exercise requires from the patient to reach a sequence
of positions with her body. If, while performing an exercise,
the tracking is reported too off of the required asset, the
dots are drawn in red, to provide immediate visual feedback
and an alarm is raised on the screen; see Fig. 4 for an
example. Each exercise may implement its own checking
policy and focus on monitoring specific postures, which
may be critical for a given patient.</p>
      <p>CREATING EXERCISES
As already mentioned, an important feature required from a
remote rehabilitation service is a convenient way to define
new exercises tailored on each patient’s needs and
performances. When designing such a tool and its interface,
we must also take into account that the creation of exercises
will be performed by a medical operator; this implies that
any description methodology requiring to write code is not
viable. Moreover, the physiotherapist must be able to
perform all operations of storage, retrieval, and deployment
of exercises without asking the assistant of technical staff.
The proposed solution
In order to create an efficient yet very intuitive interface,
we resolved to use a Natural User Interface (NUI) also on
the caretaker side. As a consequence, Microsoft Kinect is
used to let the caretaker define the tracking positions of
each exercise. The caretaker can track her own body to
define an exercise and then edit the result. This approach
proved to be very well accepted by medical staff because
physiotherapists are already used to show to their patients
how to perform each exercise. The only learning curve
required from the caretaker is about the interface for editing
and deployment, which is used in a second stage.
Once an exercise is decorated with all required metadata
(e.g., number of repetitions, reference patient, and
description), it can be stored in an online database located
in the caretaker’s datacenter. From there, the PhysioServ
application server will take care to push the exercise toward
the correct DeviceProxy.</p>
      <p>The caretaker’s database can also be used to retrieve
existing exercises and tailor them for different patients due
to new, hopefully improved, conditions.</p>
      <p>Editor Architecture
The exercise editor has been implemented using Windows
Presentation Foundation (WPF): a Kinect-compatible
framework for visual applications distributed by Microsoft.
In WPF, the interface is defined by means of an XML file
(taking xaml as extension). A specific class, usually
implemented in C#, manages the interface as described in
the xaml file and bridges the GUI to external elements and
the Kinect hardware. The hi-level architecture of the
exercise editor is reported in Fig. 5. In this architecture, the
Main Window class (with its xaml file) is responsible to
manage the main application panel. From within this panel,
we can initialize all data structures, perform data
management tasks, and drive Kinect sensors. The Main
Window interface exposes standard data management
functionalities for exercises (new, open, save, and so forth)
as well as players control (start, stop, record).
The Metadata Editor class is responsible to manage all
additional data for the exercise. These data include both
contextual information, such as how many repetitions are
required and when the exercise should be performed, as
well as generic information such as medical notes from the
caretaker. Screenshots of the Metadata Editor windows are
proposed in Fig. 6 and Fig. 7. In the Metadata Editor, it is
also possible to select single joints (Fig. 7) in order to
provide additional directions for the exercise software.
These directions may be about a joint which is not supposed
to be moving or a limb bending which should not exceed a
given angle, as in the alarm raised in Fig. 4.</p>
      <p>Both Metadata Editor and Main Window use two service
classes designed to store data about the whole exercise and
each single joint, respectively. Exercise and Joints will be
serialized and stored in a backend database for deployment
and/or later retrieval.</p>
      <p>The last class in our architecture is Player. The Player class
takes care of all functionalities related to capturing the
caretaker’s movement using Kinect and replaying the edited
exercise before saving it in the backend database.
Moreover, the Player can also retrieve an existing exercise
from the database and let the caretaker create a customized
version. Figure 8 shows the Player window during the
recording of an exercise. In the figure, it is possible to see a
left panel with a real-time tracking of the caretaker body
while performing the exercise (the red border means that
recording is in progress) and a right-hand panel with a
hierarchical representation of the exercises database in the
backend. The exercise database is available from the Player
window in order to ease the process of browsing and
playing out existing exercises. The database is represented
in a hierarchical way with a tree branching based on the
interested limbs or body part for each exercise. This data
organization proved to allow for quick retrieval from
medical staff without requiring to fill an explicit search
form. The last element of the Payer window, in its lower
section, is a selector to pick a subset of the joints which are
important for monitoring. This way, the recording will be
limited to the selected subset and the rest of the body will
not be used to evaluate the patient’s performance. Once
finished the recording, the Player window can be closed to
perform further processing and deployment from the Main
Window.</p>
      <p>Creating and Managing Exercises
The workflow, while creating an exercise, can be divided
into a sequence of steps. During the first step, the caretaker
will record the required movement, select the relevant
joints, and add all important metadata to the exercise. A
serialized version of the Exercise instance can then be
saved locally in a binary format. This local save will be
then pushed to the backend database and indexed using the
metadata provided by the caretaker.</p>
      <p>Once in the backend database, the information will be
managed by the PhysioServ application server: basing on
the indexing metadata, each exercise will be pushed to one
(or more) set-top-boxes in patients’ households when
connection will take place. We cannot assume the client
side of the architecture is always connected and sync is
performed based on opportunity. When the exercise is
deployed on a set-top-box, the patient will see the Exercise
de-serialized and instantiated inside a rehabilitation
exergame.</p>
      <p>CONCLUSION AND FUTURE WORK
In this paper we discussed about exergames to support
rehabilitation of patient on LTC. While it is already very
clear the importance of (video) games for rehabilitation, we
are still missing a complete and streamlined solution to
dispense gaming activity as part of a therapy. In the context
of Care@Home, an infrastructure for remote administration
of LTC at home, we addressed here the problem of defining
exercises with a functional and easy-to-use application
which is feasible for non-tech-savvy caretakers. This
application exploits Kinect on the medical personnel’s side
to define an exercise via body tracking and let the user
decorate it with metadata useful for archiving and
deployment.</p>
      <p>The proposed solution is currently under testing and
preliminary unstructured feedback from medical staff seems
promising.</p>
      <p>As a future extension, we are planning to implement an
adaptation layer to let each exercise to be instantiated inside
a generic game, as in the early prototype shown in Fig. 9. In
this prototype, the player/patient is required to raise
alternatively the right and left leg for a given number of
times. Our intention is to insert several kinds of leg-related
exercises into this game without bounding movements or
requiring the modification of game rules and mechanics.
ACKNOWLEDGEMENTS
We would like to thank our student Ana Maria Alexandru
for her contribution in defining the first interface and
guidelines for this application.</p>
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