4.1. First Study
Patient A used the ReMoVES system at home for almost a month and his activity was observed throughout the period.
Table 3 summarizes the number of sessions played for each exergame, specifying the chosen level. As one can notice, the patient played mainly at the first level of each activity, focusing more on the basic ones (Shelf Cans, Hot Air and Owl Nest).
The large number of HotAir sessions carried out demonstrate the patient’s interest and involvement in what is considered a pleasant activity. The analysis of the acquired data confirms the ease with which the patient is able to carry out this activity in which he almost always reaches maximum performance. In
Figure 1 one can see that in most cases all the targets were caught correctly, apart from a few game sessions where the patient missed a few targets.
Referring to the supermarket exergame, the patient’s cognitive failures concern two types of errors that may occur when taking various objects. A simple error, the so-called "semantic error" occurs when taking a wrong object belonging to the same category as the one described (food or no-food) and is named a "semantic eror"; a more serious error occurs when the taken object belongs to a different semantic class than the requested object. From the
Figure 2 it can be observed that the patient made some errors, even at the semantic level. The errors committed in sessions 1, 2 and 3 respectively are reported in
Table 4 together with the objects in the to-do list. Such errors are most likely the reason why the patient played this game so little and only at the first level. The situation is similar for the exergame Business-by-car.
The sessions of the Shelf Cans and Owl Nest exercises are much more numerous and will be analyzed in more depth in the following sub-paragraphs.
4.1.1. Shelf Cans Analysis
The learning curve for the Shelf Cans activity reported in
Figure 3 depicts the progression of gaming performance with increased experience, measured by the number of sessions. Gaming performance is quantified as a percentage increase relative to the first session. As expected, one can observe a low score in the initial sessions and a subsequent steady improvement during the later sessions.
To analyze patient performance in executing the Shelf-Cans exergame, various parameters are observed and plotted.
Figure 4 provides an overview of the results, illustrating the angles between the optimal trajectories and the trajectories performed by patients, along with the time elapsed in moving the colored cans to their corresponding shelves. The graphs on the left depict the angles between the optimal trajectory and the trajectory executed by the patient. Meanwhile, the graphs on the right illustrate the time taken to complete the required movement. The results for the red, orange, and green trajectories are displayed from top to bottom, respectively.
A noticeable trend is the overall decrease in the time required for each session, indicating an enhanced speed of movement execution over time. Conversely, the angles between the optimal trajectory and the trajectory executed by the patient, serving as an indicator of movement precision, increased for the red can trajectory, while either remained constant or decreased for the trajectories of the orange and green cans, respectively.
In addition, a correlation between the angles (indicating precision of movement) and the times (reflecting speed of execution) can be observed. For the red can, there exists a negative correlation (), suggesting that as speed increased, accuracy decreased. In contrast, for the orange can, there is a low correlation (). Notably, for the green can, a positive correlation is evident (), indicating the individual’s ability to maintain both speed and precision in their movements.
Regarding the analysis of the patient’s movement,
Figure 5 shows the range of motion of the shoulder angles, in the frontal, sagittal and transverse planes, respectively, at each session. We note how, after the first sessions in which the movement was not carried out completely, the values stabilize on measures corresponding to large and correct movements.
Finally, a comparison between patient A and a group of healthy subjects is depicted in the box plots illustrating the angle between trajectories (see
Figure 6). For the red and green trajectories, both the patient’s (in red) and the healthy group’s (in blue) box plots exhibit striking similarity, displaying a certain symmetry in the data distribution. In contrast, for the orange trajectory, the patient’s box plots include some outliers, representing the mistakes made in placing some cans on incorrect shelves.
4.1.2. Owl Nest Analysis
The patient performed 23 sessions of the Owl Nest task. He played with his right arm, except for one session played with his left (i.e. session 5), without significant differences. He didn’t play every day of the week, but he did more than one session a day. Match scoring was generally high, except for session 12, which was the last of three on the same day.
Figure 7.
Targets taken at each session, Owl Nest, patient A. Orange sessions have been played with right arm; the Blue session with the left arm.
Figure 7.
Targets taken at each session, Owl Nest, patient A. Orange sessions have been played with right arm; the Blue session with the left arm.
Viewing the trajectories of the hand moving across the screen during gameplay provides insight into the accuracy of the movement. Two extreme cases are shown in the
Figure 8: the trajectories of session 12, in which the patient was visibly tired, and the trajectory of the last day where the patient demonstrated precise control of his movements.
4.2. Second Study
As described in
Section 2, the second study incorporates the prescription provided to the patient making rehabilitation exercizes at home. Patient B used ReMoVES system at home for a 4 weeks period.
Table 5 lists the exergames recommended for each week, along with the level and the minimum number of sessions suggested.
Figure 9 illustrates the patient’s adherence to the prescribed regimen.
Remote observation of the patient’s activity includes an assessment of adherence to the prescription and provides insights into the patient’s condition, including levels of difficulty in task execution, fatigue, and stress. The number of sessions performed each day can be visualized as shown in
Figure 9, with separate plots for each of the four weeks. Sessions conducted on the first day of the week are represented in gray, those on the second day in blue, those on the third day in yellow, and those on the fourth day in orange. The prescribed number of sessions is highlighted with the red bar. The name of non-prescribed activities is written in red.
The graphs depicted in
Figure 9 provide comprehensive insights for the medical team and should be interpreted alongside the analysis of execution parameters.
Although the patient did not strictly adhere to the prescription during the first week, she achieved commendable results in the assigned activities. Consequently, for the second week, therapists prescribed more advanced levels of the Owl Nest and introduced the new exergame of Business by Car. During the initial two weeks, the patient frequently engaged in the Owl Nest and Shelf Cans exergames without encountering notable difficulties. Consequently, these games were not prescribed in the subsequent two weeks. Instead, therapists introduced activities in which the patient seemed to face greater challenges, aiming to enhance her concentration and cognitive recovery.
However, it is evident over the course of the weeks that the patient deviated from the prescribed regimen and engaged in numerous advanced activities that were not part of the plan. Additionally, in weeks three and four, she did not participate in the prescribed Numbers exergame. Furthermore, there was a notable decrease in the number of sessions conducted during the final week.
A comparison between actual and prescribed gaming sessions highlighted a significant discrepancy. Various factors likely contributed to this gap, affecting the patient’s participation across different activities and prescriptions. The necessity to juggle multiple activities may have impacted her motivation and willingness to consistently engage in rehabilitation sessions. To enhance future interventions, it may be beneficial to adopt a more comprehensive and balanced approach tailored to individual needs and prescribed activities, which can benefit from the available observations. Addressing factors influencing participation can help ensure greater consistency in exercise adherence and facilitate the achievement of desired outcomes.
4.2.1. Business by Car Analysis
In the Business By Car exergame, the player navigates a car along a dynamically generated road. The car responds to lateral trunk movements, turning left or right accordingly. The car’s speed gradually increases until the player veers off the road, incurring a score penalty and resetting the speed. The player must memorize a list of destinations within a specified time frame, ranging from ten to twenty seconds depending on the selected difficulty level. Subsequently, the player drives the car along the path, selecting the correct route at intersections to reach the designated destinations. After completing the errands, multiple-choice questions appear on the screen, pertaining to the list of destinations or details observed in the game scenes or visited buildings. To answer, the player raises their arm and guides an on-screen hand to the answer button. The game offers three difficulty levels:
1. First Level: The player must remember four places to visit. The list of destinations is straightforward, without additional information. At intersections, a navigator guides the player to the correct route. If the player takes a wrong turn, a reminder message prompts them to pay closer attention at subsequent intersections. Two questions pertain solely to the list of destinations.
2. Second Level: The player must remember five places to visit. A detailed list of errands appears at the beginning of the game, providing context for the destinations. The navigator does not indicate the correct route, and only a warning message appears if the player deviates from the path. Three questions are posed at the end, two regarding the list of errands and one about a detail of a visited building.
3. Third Level: The player must remember six places to visit. No warning message appears for incorrect turns. At the end, four questions are presented, one related to the initial list of destinations and three concerning details observed in the visited buildings.
The graph displaying correct and incorrect paths per session provides a detailed assessment of the patient’s motor skills during gaming sessions. Correct paths indicate the patient’s ability to accurately follow the game’s predetermined path, while incorrect paths denote deviations or errors made. With this monitoring opportunity we can assess the patient’s attitude towards exercises and prescriptions; we obtain information on patient involvement and the appropriateness of difficulty levels.
The Business by Car game was prescribed to Patient B 12 times in total, at level 1 for the second and third weeks and at level two in the last week. From the analysis of the acquired data we can understand that the patient was stimulated to play and she totaled 22 sessions against the 12 prescribed.
Some fluctuation in the number of incorrect paths across sessions can be observed which may be indicative of various factors, such as the complexity of the path, level of concentration, or progressive adaptation to challenges. Sessions with a high number of incorrect paths may suggest instances where the patient encountered greater difficulties in following the predefined path, possibly due to increased gameplay complexity. Conversely, sessions with fewer incorrect paths may suggest a greater proficiency in managing the motor challenges posed by the game.
In addition, we can gain much more insight from the
Figure 10. The patient, after playing level 1 correctly 5 times without errors, tried to play level 3 already in the 8th session, even though it was not prescribed. Since she failed 7 times out of 13 paths, the patient decided to go back to level 1. After two perfectly performed sessions at level 1, she tried level 2 in sessions 11 and 12. Since she encountered some errors, she used level 1 again for a while before switching to the prescribed level 2.
The graph depicted in
Figure 11 illustrates the number of correct and incorrect answers per session, providing feedback on the patient’s cognitive abilities. Correct answers indicate the ability to provide accurate responses to questions posed at the end of the game, whereas incorrect answers signify errors or inaccuracies. The trend of correct and incorrect answers offers insight into the evolution of the patient’s cognitive abilities throughout the game program. Sessions with a high number of correct answers may indicate moments of enhanced understanding and concentration, while those with more incorrect answers could suggest instances where the patient struggled with processing information.
In general we can notice how the cognitive performances in the Business by Car exergame are reproducing a situation very similar to the motor performance along the played 22 sessions.