Research and Innovation: Ludic Rehabilitation: Development of Games and Robotics for Functional Recovery of Upper Limbs
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Ludic Rehabilitation: Development of Games and Robotics for Functional Recovery of Upper Limbs

Grant number: 24/04353-0
Support Opportunities:Research Grants - Innovative Research in Small Business - PIPE
Field of knowledge:Engineering - Biomedical Engineering - Bioengineering
Principal Investigator:Daniel Seiei Uehara Tamashiro
Grantee:Daniel Seiei Uehara Tamashiro
Company:YUME KOBO INOVA SIMPLES (I.S.)
CNAE: Desenvolvimento e licenciamento de programas de computador customizáveis
Atividades de serviços de complementação diagnóstica e terapêutica
Atividades de assistência a idosos, deficientes físicos, imunodeprimidos e convalescentes prestadas em residências coletivas e particulares
City: São Paulo

Abstract

Technological advancement drives improvements in various fields, including healthcare, transforming medicine. Digital games have evolved from mere sources of entertainment to powerful tools known as serious games. These games, carefully designed, simulate real-life situations, providing users with a practical context to absorb knowledge and skills while creating a safe environment for experimentation, failure, and learning.The advent of Virtual Reality (VR) further revolutionizes this experience by integrating the user into the digital environment. In a modality known as Mixed Reality (MR), game elements are visually represented, allowing interaction through advanced motion recognition systems, such as Hand Tracking. These technologies converge to create an immersive experience, highlighting the potential therapeutic use of serious games.The latest models of mixed reality glasses, such as the Oculus Quest 3, include an advanced Hand Tracking system, allowing for immersive and precise interaction. By recognizing and monitoring the user's hand movements, this technology provides an intuitive experience when interacting with virtual elements, enhancing immersion and the use of serious games. Additionally, the integration of games in the healthcare field represents a significant innovation, incorporating them into medical services. Gamification strategies transform clinical simulations into more engaging activities, stimulating motor and cognitive functions. One application is the development of games for rehabilitation, where the patient becomes the central focus of the process. These games are personalized to the individual needs of each patient, combining fun and therapy. This approach increases patient interest, engagement, and motivation, making rehabilitation more effective and enjoyable.These games not only enhance the treatment experience but also offer a more interactive and controllable approach to patient recovery. For instance, games simulating physical movements can aid in motor rehabilitation, while those challenging memory and problem-solving can benefit cognitive functions. This enables personalized therapies tailored to the abilities and individual conditions of each patient.The present project aims to develop robots with interactive games to assist in the motor rehabilitation of upper limbs, especially for patients with motor sequelae post-Stroke (Cerebrovascular Accident - CVA). These robots, equipped with interactive games, are lightweight and portable, alleviating the weight of the arm and reducing the force of gravity applied to these limbs. They function as adaptive support systems, progressively adjusting their assistance as the patient progresses in rehabilitation. The goal is to maximize the use of residual motor capacity, expanding the range of motion in line with specific therapeutic objectives.The games for the robots simulate physiotherapeutic movements, providing an interactive approach to rehabilitation. They encompass various hand and finger movements, such as opening and closing, flexion, extension, and pinch grip. They also include wrist and elbow flexion and extension movements, promoting the recovery of the upper limb.This therapeutic environment not only provides specific tasks but also includes a progressive increase in difficulty and repetitive practice, important aspects for rehabilitation. Gamification, on the other hand, serves to increase patient motivation and engagement, making therapy more appealing. (AU)

Articles published in Agência FAPESP Newsletter about the research grant:
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