1. Introduction
Nowadays, the rising number of older adults (OAs) poses a significant challenge for health systems, mainly in the geriatric field [
1]. By 2050, elderly individuals will make up approximately 16% of the world’s population, doubling the current level [
2]. This is especially relevant for healthcare systems. As the elderly population grows, the demand for comprehensive medical care rises, creating a crucial challenge [
3]. In this context, the World Health Organization (WHO) projects that from 2015 to 2050, the proportion of OAs will rise from 12% to 22%. Then, by 2025, 80% of this population will be living in low-income countries [
4], resulting in a major challenge for healthcare systems but also for the medical technological industry, since the need for specialized equipment and treatments tailored to geriatric care will be required [
1,
3].
In this context, as humans age, they experience intrinsic morphological and metabolic changes resulting in neuromuscular and sensory diminution capability, usually produced as the consequence of decreased nerve conduction velocity, loss of muscle mass and strength, aside from alterations in sensory integration, among others [
5], directly affecting their motor skills [
6]. As a consequence, aging is associated with diminished bilateral motor control, characterized by reduced coordination between limbs and increased variability in bilateral movements, which can compromise the independence of the OAs [
6,
7].
Notice that mobility is a key indicator of aging and health status in OAs, since performing any motor activity requires cognitive and neuromuscular skills to enable visuomotor coordination necessary for planning and executing movement [
8]. Then, the rehabilitation field has been studying and offering potential solutions to address sensory and motor limitations and promote independence in activities of daily living (ADLs) among OAs [
9]. However, conventional rehabilitation tests have certain limitations: they do not always rely on objective quantitative metrics and instead rely largely on the specialist’s qualitative assessment [
10]. As a result, there has been growing interest in developing methods to assess motor performance quantitatively, promoting the implementation of personalized strategies as future treatments.
Currently, there has been a surge in methods to assess motor performance and advance motor rehabilitation strategies for OAs, focusing mainly on a better understanding of the effects of aging on motor function [
4]. Several studies have centered on analyzing the differences between young adults (YAs) and OAs as a preliminary approach, since OAs experience declines in motor control efficiency and in the ability to perform precise, coordinated movements during functional tasks compared with YAs. Therefore, analyzing these differences could provide insight into the evolution of motor function variability and the individual’s ability to perform ADLs during aging [
11,
12].
Several studies have focused on comparing motor sequence performance and learning in YAs and OAs [
13,
14], particularly in the upper limb, the most affected extremity. In [
15], the authors analyzed motor task performance in YAs and OAs during the acquisition of movement sequences. The study revealed differences between both groups in movement duration, degrees of freedom (DoF) range, sensory feedback integration, and control processes. Nevertheless, after identifying relevant factors that influence motor performance, the variability in motor response execution among OAs remain incompletely understood, since the process involves dynamic interactions between cognitive and physiological processes. Then, complementary studies are required for a precise understanding.
As consequence, standardized clinical scales used in rehabilitation has been implemented to assess upper limb movement (ULM) in YAs and OAs [
16,
17,
18,
19], such as the Fugl–Meyer Assessment (FMA) and the Arm Research and Action Test (ARAT) [
20,
21]. Nevertheless, these approaches remain primarily qualitative and do not fully capture the complexity of motor execution, needing the inclusion of quantitative indicators to improve the accuracy and reproducibility of traditional indices and to limit errors arising from direct observation [
22]. While these tools can be supplemented with motion analysis technologies to quantify motor performance, standardized metrics for these technologies remain lacking. To address this, some studies have used multimodal instrumented systems that enable the objective assessment of kinematic, dynamic, and neuromuscular variables in YAs. Specifically, kinematic analysis has focused on the use of inertial measurement units (IMUs) [
23], motion capture systems [
24], and robotic rehabilitation systems (RRS) [
25].
In this context, despite the existing concept of passive RRSs, which do not necessarily have actuators but instead use mechanisms such as springs, dampers, or guide mechanisms to restrict movement or guide paths. Also, the concept of active RRSs (or only RRS) has been introduced for assessing ULM. These systems are conventionally used to produce motion or exert force via actuators (electric or pneumatic, among others), which are coupled to electronic instrumentation that measures variables of interest. Nevertheless, approaches focused on assessing upper limb have promoted its implementation perating in passive mode [
26,
27], especially when the study and the proposed tasks are centered on the evaluation of kinematic parameters.
For instance, the study reported in [
26], used different experimental wrist devices to determine kinematic parameters for assessing ULM. In this particular case, even though the system includes brushed direct current motors in its electronic instrumentation, for the proposed task, the system operated in a passive mode, that is, an unpowered backdrive mode when assessing movement, relying on intrinsic device transparency. Note that in the works [
26,
27,
28], no complex tasks are required to obtain relevant information in assessing ULM, when the considered RRS meets or exceeds the range of motion (ROM) requirements for ADLs, which is the first requirement for assessment. Then, most studies in the literature consider basic wrist movements such as flexion/extension (WFE) and radial deviation/ulnar deviation (WRU) as the first approach to obtain relevant data for assessing ULM.
To sum up, the use of RRS for assessing ULMs in adults has motivated the use of assistive exoskeletons to guide and quantify motor performance using kinematic, dynamic, and movement-planning metrics during training [
11]. However, none of the mentioned approaches have been used to study and analyze the effect of aging on ULM in OAs, making this an open problem in the rehabilitation field.
On the other hand, despite advances in RRSs, their effectiveness largely depends on the quality of interaction between the user and the device, which has driven the development of Graphical User Interfaces (GUIs) and feedback systems to improve communication between the user and robotic system, promoting greater awareness and control over the cognitive and motor processes involved in rehabilitation [
24,
29]. Alongside software and GUIs, the concept of serious video games, defined as those whose objectives go beyond entertainment, has surged in the rehabilitation field, and particularly in assessing ULM [
30]. Notice that the purpose of serious video games in rehabilitation, also known as rehabilitation games, is to stimulate the user’s visuomotor coordination and to involve a willingness to actively engage in exercise [
31,
32].
In that sense, rehabilitation games combined with some protocols for assessing movement have been implemented as a first approach to evaluate the ULM [
33,
34,
35], such is the case of the work [
33], where a framework focused on rehabilitation and assessment of the upper limb motor function based on serious games is presented. However, although a range of protocols for assessing ULM can be found in the literature, their potential combined with the rehabilitation games has not been explored in detail, as is the case with protocols as tests of object-directed movements [
36], throwing tasks [
37], finger tapping [
38], and maze-solving task.
In particular, regarding the last of the mentioned protocols maze-solving task, and according to Cienfuegos et al. [
39], this task was implemented in which the user performed movements within a controlled, structured environment. However, this study could be complemented by the use of serious games to motivate patients to perform their rehabilitation routine. This type of task allowed for the assessment of fine motor performance (characterized by hand and wrist movements), which is often one of the first functions to be affected and is key in the initial stages of analysis or rehabilitation in OAs [
40]. Additionally, it facilitates the objective quantification of movement, as the maze-solving task provides a defined path that requires continuous integration of visual information with movement planning and motor control within the constraints of the task.
Based on the previous arguments, this work presents a pilot study to analyze the effect of aging on motor performance of YAs and OAs through wrist movement assessment, using an upper limb rehabilitation robot (ULRR) in passive mode coupled to a maze-solving task serious video game. The proposed approach considers the use of kinematic metrics, such as ROM, path accuracy, and movement smoothness, as quantitative biomarkers that evidence differences between YAs and OAs.
To this end, throughout the study, a set of experiments was conducted with participants with no musculoskeletal conditions affecting the upper limb who performed wrist ROM assessments and wrist-pointing tasks through maze-solving using a wrist-and-forearm exoskeleton, the ArMexo (Instituto Politécnico Nacional, Mexico city, Mexico) [
41]. YAs and OAs perform these tasks to evaluate the differences between the two populations. The decision to include YA and OA participants without upper-limb musculoskeletal conditions limits the presence of additional motor deficits (e.g., poor coordination, often present in several musculoskeletal conditions) in the metrics obtained, thereby reducing the risk of confounding the movement smoothness assessment and clearly evidencing differences between the two populations.
As a starting point for evaluating the effect of aging on wrist movement assessment, the experiment addresses three aims: first, to quantify the diminution of wrist joint ROM; second, to quantify the user’s ability to maintain fine motor control within the limits imposed by the video game by comparing the user’s cursor trajectory with the ideal trajectory; third, to quantify the movement smoothness measured via spectral arc length (SPARC). The outcomes of this experiment are used to inform guidelines for evaluating, quantitatively, the effect of aging on motor performance in YAs and OAs.
The main contribution of this study lies in exploring the potential of combining RRSs with maze-solving tasks to evaluate, in a quantitative manner, differences between YAs and OAs, an approach not previously reported in the literature.
3. Serious Game Description
The QtDesigner 5 tool was used to design the main sections of the GUI. In this stage, Python (v3.12.4) was used to develop the GUI for signal acquisition, processing, visualization, and storage. Both tools offered great flexibility in system design thanks to their extensive libraries and their capabilities for developing complex interfaces [
45].
As mentioned before, the serious video game consists of four main sections, described below:
Main menu: This section corresponds to the start of the game. The window has only two buttons to provide a user-friendly design. The
Start button allows execution of the next sections, and the
File button permits the user to define the directory where the collected data will be stored (see
Figure 3i).
Calibration window: In this section, the user performs a series of movements using the WRU and WFE movements mentioned above to reach the points displayed on the screen (see
Figure 4i). This process recorded the ROM performed by the user. During the game, only 75% of the maximum reached in the calibration session will be used to prevent fatigue and difficult movements during the session.
Before the calibration stage, a control command is sent to the microcontroller in order to reset the encoder registers to a relative zero value (see
Figure 4ii), ensuring that the physical position of the ULRR aligns with the participant’s joint zero point.
Game window: This section displays the EXO-MAZE game, which shows interactive mazes designed according to the proposed protocol (described below). The user must navigate it using the WRU and WFE movements until all the mazes are completed.
The video game has three consecutive levels (see
Figure 5) that differ in the number of directional changes the user must perform. For this study, each level considers different dimensions in pixels for the mazes: maze level 1 (990 × 990), maze level 2 (765 × 810), and maze level 3 (1755 × 1440). Nevertheless, each maximum in pixels corresponds to 75% of each user’s ROM in WFE and WRU, respectively.
The first level (see
Figure 5i) features two turns in each direction (up, down, left, and right), each corresponding to a corner of the path where a coin is located that the user must touch; thus, by the end of the level, the user must have passed through all seven coins on the path. In the second level (see
Figure 5ii), the number of coins increases to eleven, so that the user must change direction three times to complete the level. For the third and final level (see
Figure 5iii), sixteen coins were placed, corresponding to four changes in direction on each side along the course. It is important to note that this video game is a controlled, experimental task designed for the standardized quantification of kinematic indicators for the assessment of motor performance; these values will be applied in future studies as standardized values for implementing rehabilitation routines.
Results window: This section is enabled once any level is completed. It consists of a pop-up window that displays a comparative graph of the ideal route with the route taken by the user, as well as markers where the user deviated from the path (see
Figure 6). The ideal path consists of connecting the midpoints of each linear segment, serving as the movement reference that the user must replicate.
Once the user has completed all the levels, the collected data will be saved to the previously specified directory.
4. Experimental Setup
This study conducted a series of experiments to assess the effect of aging on movement smoothness during goal-directed wrist-reaching movements within a limited ROM, using a maze task. In particular, for the test, YAs and OAs without musculoskeletal conditions affecting their upper limbs performed point-to-point reaching movements using the ArMexo (in passive mode) to move a cursor on a screen across different maze scenarios. Participants used both WFE and WRU deviation to complete each maze level test.
For the study, a protocol and experimental setting were established to improve the study’s reproducibility and minimize artifacts as much as possible. As the first stage of the study, anthropometric measures from the users were collected from both arms. The considered anatomical segments include arm length, forearm length, forearm circumference, arm circumference, and palm length and width. In addition, general information about the participants, such as age, gender, occupation, and frequency of physical activity, was collected.
The test was conducted in a 3.5 m × 3.5 m room, with a 55-inch screen positioned 1 m above the floor and 1.5 m from the user. Lighting was kept constant, and black curtains were installed to prevent external distractions. All tests were performed with the participants on a wooden floor to create an environment isolated from electromagnetic interference and to prevent electrostatic discharges. During the task, participants remained seated in a chair with lumbar support, maintaining an upright posture with their feet firmly planted on the floor and their torso stabilized to prevent compensatory movements, as shown in
Figure 1.
4.1. Participants
As part of the technical validation and pilot study of the proposed approach, twenty participants of Mexican nationality, divided into two groups: the first group consisted of 10 OAs (six women and four man) with an age of 64 ± 6 years, and the second group of 10 YAs (seven men and three woman) with an age of 24 ± 5 years, all of them right-handed. The sample size (N = 20) was determined in accordance with methodological recommendations for pilot proof-of-concept studies in rehabilitation engineering, where the primary objective is to assess the system’s stability and the sensitivity of the metrics prior to larger-scale clinical trials [
46]. Participants were selected based on inclusion and exclusion criteria stipulating that OAs had to be at least 60 years old, YAs between 18 and 40 years old, and none of them could have reported any musculoskeletal conditions affecting the upper limbs. All individuals provided written informed consent before their participation, affirming their voluntary involvement and understanding of the study procedures.
The protocol with number SIP-20260076 was approved by the Secretaria de Investigación y Posgrado del Instituto Politécnico Nacional (IPN), ensuring it met the ethical standards of the Declaration of Helsinki. Experimental sessions were subsequently conducted at the Medical Robotics and Biosignals Laboratory of the National Polytechnic Institute in Mexico City, in accordance with the approved protocol.
4.2. Task Description
Subjects were seated with the right forearm resting in the para-sagittal plane (∼25 cm from the midline) on the support of the ArMexo system (the shoulder was abducted ∼40° and flexed ∼35°, and the elbow was flexed ∼60°). Participants were then asked to manipulate the ArMexo handle to move the cursor on the screen. The proposed task comprised two sections: the calibration stage (ROM assessment) and the test (wrist pointing). In the first stage, their ROM was assessed, whereas in the second, their movement smoothness (measured with SPARC) was evaluated as they performed wrist-pointing movements across different maze scenarios.
ROM Assessment
Before taking a test, the user underwent a calibration procedure to adjust the game to the appropriate ROM in order to determine each user’s workspace and set it as their limit in the game.
During the calibration routine, as shown in
Figure 7i, standardized movements based on the FMA framework were performed, consisting of reaching eight points distributed every 45° in a clockwise direction. Although the FMA is traditionally applied to neurological populations, its use in this study with healthy subjects serves as a measure of methodological standardization, with the aim of establishing appropriate values for each participant [
20].
Following the methodology established previously, the calibration procedure required the user to reach eight points spaced every 45 degrees apart in a clockwise direction; the user had 5 s to attempt to reach each point and return to the center, allowing for the collection of their
. This routine was repeated twice (see
Figure 7i).
Since the protocol proposed in the video game results from combining these movements, a maximum range was established for the ROMs recorded for each participant. To ensure a comfortable and safe interaction for the participant, a standardized ROM () was proposed, consisting of 75% of the mean of each participant’s . This was done with the intention of preventing mechanical fatigue and pain at the joint limits.
4.3. Wrist Pointing
The video game was divided into three levels, each designed so that the user would make the same number of movements in each direction (up, down, right, and left), in order to ensure equal performance in accordance with the movements permitted by the WRU and the WFE (see
Figure 7ii).
Once the game starts, the user is automatically positioned in the center of the screen in all three levels (see
Figure 8i). The user must then move to the starting point (blue square) of each level and remain there for 2 s to begin the game (see
Figure 8ii). After doing this, the game initializes all its parameters (time, errors, coins collected, and signals collected). To begin the path, the user must follow the marked path, taking care not to reach the boundaries, while collecting all the coins found at the corners of the path (see
Figure 8iii). The design of the maze-type task was based on previous studies that have shown that maze navigation games allow for the indirect estimation of motor control indicators such as anticipatory planning, movement prediction, and real-time error correction and have been used as analogs for complex ADLs such as driving or navigation, especially in OAs [
40,
47]. Finally, to complete the level, the user must reach the end of the path, marked by a red square (see
Figure 8iv).
4.4. Data Verification
In order to verify that the data collected in each test were consistent and valid for post-processing, they were subjected to an integration test at the end of each session. The validation criteria established in this document were: a stable sampling frequency of 90–100 Hz, all coins having been captured, and a maximum data loss rate of 3% of the total data.
To calculate the sampling frequency of the collected data, a sampling scheme based on the time difference between successive samples (
) was implemented using the Equation (
1), with the intention of ensuring a constant sampling period in the data. Here, the sample rate is denoted as follows
where
with
: Sample rate
: Timestamp of the current sample
: Timestamp of the previous sample
: Time interval (sampling period)
7. Results and Discussion
In this section, we analyzed the 720 movements recorded by the developed system, corresponding to the performance of the three levels by 20 participants (10 YAs and 10 OAs). The movements evaluated include F, E, R, and U of the right wrist. These movements were treated as within-subject repetitions to reduce the influence of natural variability in trajectories and obtain more representative and reliable kinematic measures of each participant’s motor behavior. The results of the metrics obtained and a comparison of the performance between the two groups are presented below.
7.1. ROM Evaluation
The values obtained in the ROM assessment, presented in
Table 2, show that YAs tend to maintain a greater ROM in wrist movements, while OAs exhibit a slight diminution compared with the mean anatomical ROM, particularly in R movement; however, in the F, E, and U movements, ROM was similar between the two groups. This difference, which in the cases of R and E movements exceeds 2 and 3 degrees, respectively. This is consistent with previous findings indicating that the wrist ROM is among the first to be affected by age or inactivity [
53].
7.2. Path Accuracy Analysis
The accuracy of trajectory tracking was evaluated by calculating the RMSE from a comparison between the reference path and the user’s path. The mean values for each level and group are presented in
Table 3. It should be noted that, to ensure all participants could complete the levels, the workspace was mapped to 75% of each subject’s
and normalized to pixels to allow for comparison of the RMSE.
Analysis of the results shows that the mean RMSE in the OA group is approximately three times higher than in the YA group.
Figure 10 illustrates the deviation of the mean trajectory followed by the OAs group from the ideal trajectory. This can be attributed to various neurophysiological factors. On the one hand, it has been reported that changes in motor coordination during aging are linked to a disorganization of the central nervous system [
54]. On the other hand, this increase in error is associated with less precise feedforward motor control in the OA population. This deficiency in initial motor programming generates trajectories that deviate significantly from the ideal path, resulting in the high RMSE values observed [
55].
Table 4 presents the mean number of collisions recorded for both groups at each level; it shows that the OAs had approximately three times as many collisions as the YAs. In light of the previous analysis, this performance can be linked to deficiencies in initial motor planning. This limitation causes the user to make abrupt movements in an attempt to compensate for initial deviations, resulting in trajectories that deviate significantly from the ideal path [
55].
Furthermore, various studies report that aging leads to impairments in the proprioceptive system. As a result, passive motion detection thresholds in the OAs are significantly higher than in the YAs. This decrease in sensory acuity prevents them from perceiving small deviations in trajectory before a collision occurs [
56].
7.3. Movement Smoothness Analysis
Table 5 presents the smoothness values for maze Level 1, obtained from the analysis of eight movements using the SPARC metric. In the OA group, the lowest SPARC values were observed for all movements compared to the YAs, with a minimum difference of 0.004 and a maximum of 0.021.
For Level 2 analysis, after analyzing twelve movements, the OAs group obtained higher SPARC scores for the R and F movements; the difference between each movement ranged from a minimum of 0.012 to a maximum of 0.070, as shown in
Table 6.
Finally,
Table 7 presents the results for Level 3. A total of 17 movements were analyzed, in which the OAs showed higher SPARC values in all movements except F, with a minimum difference of 0.007 and a maximum of 0.022.
Figure 11,
Figure 12 and
Figure 13 show the velocity profile curves obtained after processing and segmenting the signals corresponding to each movement performed by each subject. The velocity profiles allow us to identify the smoothness of the participants’ motor performance. Smooth movement is represented by a bell-shaped curve, with gradual acceleration to a maximum velocity, followed by gradual deceleration as the movement approaches the target [
52]; however, complex tasks involving trajectory adjustments and corrective motor actions can result in velocity profiles with intermittent fluctuations [
57,
58]. In this case, due to the nature of the video game, the velocity profiles are expected to exhibit intermittent behavior without deceleration, since navigating the maze involves chained movements, continuous trajectory adjustments, and motor microcorrections that require participants to exercise more precise motor control in order to complete the task. Currently, there are time-domain and frequency-domain metrics for evaluating smoothness. SPARC is a metric that evaluates the frequency domain, enabling the detection of high-frequency components generated by abrupt corrections or movement oscillations. Furthermore, according to the formula described in Equation (
4), the values are negative; values closer to zero indicate smoother movements, while more negative values indicate less smooth movements.
7.4. Statistical Analysis and Discussion
To identify biomarkers that evidenced a difference between YAs and OAs during wrist movement assessment, statistical analyses were performed on SPARC, RMSE, and the number of trajectory errors during maze execution.
A linear mixed-effects model, with group (YAs, OAs), maze level (1–3), and movement direction (F, E, R, and U) as fixed effects and subject as a random factor, was performed for SPARC analysis. The results evidenced no significant main effect of group (p = 0.478), indicating that movement smoothness was preserved between YAs and OAs. Mean SPARC values were (−1.576 ± 0.071) for YAs and (−1.583 ± 0.094) for OAs. Then, no significant effects at the task level or the group × level interaction were identified. However, significant directional effects were observed, suggesting that movement smoothness was influenced primarily by biomechanical and motor control demands associated with wrist movement direction.
Analysis of the RMSE demonstrated differences between YAs and OAs. Global RMSE comparison revealed differences in OAs (92.95 ± 47.81) and YAs (28.52 ± 14.37), with a statistical difference (p = 0.00077) and a large effect size (d = 2.06). Level analyses showed differences as task complexity increased, with significant group differences at Levels 2 (p = 0.0011) and 3 (p = 0.040), while Level 1 showed (p = 0.057).
On the other hand, OAs committed a larger number of errors (6.00 ± 2.83) compared to YA participants (2.17 ± 1.24), with a significant statistical difference (p = 0.0043) and a large effect size (d = 1.52). Level analysis demonstrated differences at Levels 1 (p = 0.019) and 3 (p = 0.013), whereas Level 2 showed a tendency toward significance (p = 0.067).
The results suggest that aging affects path accuracy and visuomotor control rather than movement smoothness, since OA participants maintained similar SPARC levels. However, OAs exhibited substantially larger trajectory deviations and more execution errors as task complexity increased. The results suggest partial preservation of basic motor smoothness mechanisms, alongside deterioration in sensorimotor integration and online trajectory correction processes associated with aging.
8. Conclusions
This work presented the results of analyzing processed kinematic signals from 10 YAs and 10 OAs. The tests involved implementing a serious video game based on a maze-solving task with three levels, used as an interactive environment to quantify wrist movement performance via a ULRR.
The results included analyses of ROM, path accuracy (RMSE), number of trajectory collisions, and movement smoothness using the SPARC. Regarding path accuracy and task execution performance, the YAs demonstrated superior performance compared to the OAs, since OAs exhibited larger trajectory deviations (92.95 ± 47.81) than YAs (28.52 ± 14.37), as well as a higher number of trajectory collisions (6.00 ± 2.83) vs. (2.17 ± 1.24). Likewise, ROM analyses revealed group differences of 2.254 for radial deviation, 3.069 for ulnar deviation, 2.660 for extension, and 0.490 for flexion movements.
In contrast, the SPARC analysis yielded mixed results, since SPARC values remained relatively similar between YAs and OAs, with differences below 0.20. This behavior may be associated with the nature of the proposed task, since continuous maze tracking and trajectory correction are likely to have induced frequent microcorrections during movement execution, generating additional high-frequency components in the velocity profile. Consequently, although SPARC did not strongly differentiate between YAs and OAs, it still provided complementary information about motor execution during complex visuomotor interaction.
Overall, the evaluated metrics enabled the identification of age-related differences in wrist motor performance, particularly regarding trajectory accuracy and task execution consistency. This work represents a pilot study focused on wrist kinematic analysis; future work will include larger sample sizes and more complex movements.