This article describes the conceptual development and prototypical implementation of an innovative rehabilitation system, based on integrating physical and cognitive recovery protocols within an interactive virtual environment (Exergame). The approach is distinguished by adopting universal accessibility principles from the preliminary stages, extending beyond human-computer interaction to aspects of cognitive inclusion. The primary objective is to create a stimulating and accessible rehabilitation experience for a wide range of users, regardless of their cognitive abilities. The system tracks the complex movements of the upper limb, integrating hardware and software to precisely monitor the geometric, kinematic, and kinetic parameters of the movements. This synergy allows for an objective quantification of rehabilitation progress, which is fundamental for personalized treatment protocols. The approach uses descriptive geometry for the 3D visualization of movements. The visual architecture adopts high chromatic contrasts and semantically recognizable icons, facilitating navigation for users with diverse visual and cognitive abilities. This choice reflects a focus on cognitive inclusion, making the interface intuitive and accessible. The gamification of the experience is useful in making rehabilitation engaging. Future evolutions include the implementation of specialized visual filters and integration with Extended Reality (XR) technologies.
Questo articolo descrive lo sviluppo concettuale e l’implementazione tramite prototipo di un sistema riabilitativo innovativo, basato sull’integrazione di protocolli di recupero fisico e cognitivo all’interno di un ambiente virtuale interattivo (Exergame). L’approccio si distingue per l’adozione di principi di accessibilità universale fin dalle fasi preliminari, estendendosi oltre l’interazione uomo-computer agli aspetti dell’inclusione cognitiva. L’obiettivo principale è creare un’esperienza riabilitativa stimolante e accessibile per un’ampia gamma di utenti, indipendentemente dalle loro capacità cognitive. Il sistema traccia i movimenti complessi dell’arto superiore, integrando hardware e software per monitorare con precisione i parametri geometrici, cinematici e cinetici dei movimenti. Questa sinergia consente una quantificazione oggettiva dei progressi riabilitativi, fondamentale per protocolli di trattamento personalizzati. L’approccio utilizza la geometria descrittiva per la visualizzazione 3D dei movimenti. L’architettura visiva adotta contrasti cromatici elevati e icone semanticamente riconoscibili, facilitando la navigazione per utenti con diverse capacità visive e cognitive. Questa scelta riflette l’attenzione all’inclusione cognitiva, rendendo l’interfaccia intuitiva e accessibile. La gamification dell’esperienza è utile per rendere la riabilitazione coinvolgente. Le evoluzioni future includono l’implementazione di filtri visivi specializzati e l’integrazione con tecnologie di Realtà Estesa (XR).
Gamified Rehabilitation: Designing Accessible and Engaging Recovery Through an Interactive Video Game
Alessandro Olivieri
Primo
;Rossi DanieleUltimo
;Francesco PezzuoliSecondo
2025-01-01
Abstract
This article describes the conceptual development and prototypical implementation of an innovative rehabilitation system, based on integrating physical and cognitive recovery protocols within an interactive virtual environment (Exergame). The approach is distinguished by adopting universal accessibility principles from the preliminary stages, extending beyond human-computer interaction to aspects of cognitive inclusion. The primary objective is to create a stimulating and accessible rehabilitation experience for a wide range of users, regardless of their cognitive abilities. The system tracks the complex movements of the upper limb, integrating hardware and software to precisely monitor the geometric, kinematic, and kinetic parameters of the movements. This synergy allows for an objective quantification of rehabilitation progress, which is fundamental for personalized treatment protocols. The approach uses descriptive geometry for the 3D visualization of movements. The visual architecture adopts high chromatic contrasts and semantically recognizable icons, facilitating navigation for users with diverse visual and cognitive abilities. This choice reflects a focus on cognitive inclusion, making the interface intuitive and accessible. The gamification of the experience is useful in making rehabilitation engaging. Future evolutions include the implementation of specialized visual filters and integration with Extended Reality (XR) technologies.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


