A Robotic Gamified Framework for Upper-Limb Rehabilitation
Abstract
1. Introduction
Current Limitations of Available Technology
2. Robotic Framework Design
2.1. Control System
2.2. Data Acquisition and Processing
2.3. User Interaction
2.3.1. User Interface
2.3.2. Gamification
- Odyssey is based on a centre-out approach [32] in which the patient moves the end-effector to reach targets shown on the screen. Eight targets are placed along a circular path, with one target in the centre, making for a total of nine targets. The objective is to move from the centre target to one of the targets on the circumference and then return. Depending on the user, the order of these targets can be randomised or arranged in a clockwise sequence, an option that can be selected in the game’s UI. If the user is a healthy individual, targets can be either randomised or set in a clockwise order. Randomising the targets prevents the user from learning patterns and keeps them constantly focused on the exercise. The target order is set clockwise if the user is an upper-limb rehabilitation patient, since a known sequence is easier to follow and ensures the same number of repetitions in all eight directions. There are three skins for this game: Lunar Odyssey, Car Odyssey, and Dragon Odyssey (Figure 5).
- Skyward Stride consists of an aeroplane that flies through an infinite world in a 2D environment with obstacles to be avoided. The user can change the height of the aeroplane to deal with the obstacles, obtain bonus items, and finish different levels with variable difficulty. For upper-limb rehabilitation, the movements can be controlled by linear displacements on a plane (arm reaching) or commanded by single joint movements of the wrist or elbow.
- Kora Game allows for rehabilitation of the upper limb as the patient moves the end-effector of the robot with admittance control. In this game, the movements of the robot are mapped to a 2D hand that collects apples and pears appearing randomly in a forest, which is as large as the robot’s working space. Different difficulty levels can be set by changing the number of fruits that appear or the maximum time for the user to grasp them.
2.4. Configuration
- The first parameter is the user’s arm length, which is essential for adjusting the robot’s targets to match the user’s maximum arm reach. This measurement is entered into the game, which automatically adjusts the robot’s targets to ensure that the arm is fully extended and not flexed when reaching a target. The targets are mapped in an elliptic shape that allows for full arm extension when reaching them in the movement, where left–right movements have a greater range than forward–backward movements. This design ensures that the patient performs the exercise and stretches the arm to the maximum range in order to reach each target.
- The second personalisation parameter is the robot’s plane of work. Odyssey can be used in two different planes, namely, the transverse and the frontal planes, with the human body as the frame of reference. This allows the rehabilitation exercise to be executed with either horizontal or vertical movements. In both planes, targets are adjusted according to the arm length.
- Third, the damping value for the admittance control is adjusted for each patient. This parameter can be adjusted from 0 to 600 Ns/m in individual exercises or in consecutive exercises with a specific damping for each level. For healthy individuals, it can be set to a high value, causing the robot to provide significant resistance to movement. For rehabilitation patients, the resistance can initially be set to zero and gradually increased as rehabilitation progresses. This refinement and selection of the damping value is modified by the person in charge of the rehabilitation routine, and can be updated at any time during the exercises. When exporting data, the current damping value during the exercise is also stored.
- Another relevant parameter is the number of repetitions required to complete the current game level. One repetition consists of two movements: one from the centre to the active target on the circumference, and a second from the target back to the centre. Visual feedback is implemented in a progress repetition bar (see Figure 5, right side of the visual interface). The number of repetitions depends on the exercise’s purpose and the patient’s resilience, and must be configured by the therapist.
- The damping value and number of repetitions alone are not enough to define the specific speed at which the exercise should be performed. Consequently, the reaching time for each target is constantly measured, and can also be modified. If the user does not reach the target in time, it turns red and a message appears indicating the need to increase speed for the next repetition. When a target is not reached, it is not counted as a successful target. The total number of achieved or failed targets is stored in the generated robot dataset.
- Keeping the patient motivated is an essential aspect of rehabilitation. For this reason, the sixth personalisation parameter is the game skin. Three different themes have been designed: a space adventure (Figure 5a), a driving journey (Figure 5b), and a skin inspired by the Dragon Ball anime show (Figure 5c). This allows the user to choose the theme they prefer before starting rehabilitation.
2.5. Safety and Hardware Requirements
3. Validation Methodology
3.1. Experiment Protocol
3.2. Data Analysis
4. Results
4.1. System Usability
4.2. User Performance
5. Discussion
Future Work and Current Limitations
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
ABI | Acquired Brain Injury |
ROS | Robot Operating System |
EMG | Electromyography |
UR | Universal Robots |
DoF | Degrees of Freedom |
UI | User Interface |
HTTP | Hypertext Transfer Protocol |
CSV | Comma-Separated Values |
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Robot | Aim 1 | Training 2 Modes | Gamification | Data 3 |
---|---|---|---|---|
ALEx S | S-E | P | ✓ | K |
ALEx RS | S-E-FA-W | - | +VR | K |
ArmeoPower | S-E-H * | P | +VR | - |
ArmeoSpring | S-E-H * | - | ✓ | K |
ArmeoSpring Pro | S-E-H * | - | ✓ | K |
Harmony SHR | S-E | P + Ass | - | - |
Nx-A2 | S-E-H | - | +VR | K |
ReoGo | S *-E-W | P + Ass | ✓ | K |
Yidong-Arm1 | S-E-H | P, A, M | - | - |
REAPlan | S-E | Adap | ✓ | - |
InMotion Arm | S-E-H | Adap | ✓ | IE-K |
Subject ID | Sex | Age | Arm Length (mm) | Sleep Time |
---|---|---|---|---|
S01 | F | 22 | 540 | 7 h |
S02 | F | 27 | 460 | 7 h |
S03 | M | 24 | 560 | 7 h |
S04 | F | 23 | 490 | 7 h |
S05 | M | 39 | 560 | 7 h |
S06 | M | 47 | 580 | 7 h |
S07 | M | 21 | 530 | 7 h |
S08 | F | 24 | 460 | <5 h |
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Casanova, A.; Sempere, N.; Romero, C.; Porcel, K.; Ubeda, A.; Jara, C.A. A Robotic Gamified Framework for Upper-Limb Rehabilitation. Appl. Sci. 2025, 15, 11007. https://doi.org/10.3390/app152011007
Casanova A, Sempere N, Romero C, Porcel K, Ubeda A, Jara CA. A Robotic Gamified Framework for Upper-Limb Rehabilitation. Applied Sciences. 2025; 15(20):11007. https://doi.org/10.3390/app152011007
Chicago/Turabian StyleCasanova, Anahis, Natalia Sempere, Cristina Romero, Koralie Porcel, Andres Ubeda, and Carlos A. Jara. 2025. "A Robotic Gamified Framework for Upper-Limb Rehabilitation" Applied Sciences 15, no. 20: 11007. https://doi.org/10.3390/app152011007
APA StyleCasanova, A., Sempere, N., Romero, C., Porcel, K., Ubeda, A., & Jara, C. A. (2025). A Robotic Gamified Framework for Upper-Limb Rehabilitation. Applied Sciences, 15(20), 11007. https://doi.org/10.3390/app152011007