Stroke patients often struggle with simple tasks in daily life. The goal of this project is to design and evaluate a system to help them regain hand function. Traditionally, rehabilitation requires extensive physiotherapy, but we propose a game which will allow patients to practice independently at home using a physical device and a computer game.
This system integrates a physical device for monitoring movement and strength with a computer game that keeps patients motivated. It also provides physiotherapists with tools to track progress, adjust plans, and offer virtual check-ins. Educational modules will enhance recovery by informing patients about stroke rehabilitation. This holistic approach would enhance recovery outcomes and improve quality of life for stroke survivors.
Project description
The COHRAL (cognitive hand rehabilitation) project aims to design and realize a device and a fun game to help patients to rehabilitation after having a stroke. It is part of the larger Handforce project from Fontys Paramedical School.
3D printing was chosen due to its rapid prototyping capabilities and its efficiency production of complex designs. All parts were printed vertically for a smoother finish, enhanced strength along stress-bearing axes and to reduce excess material.
The electronic components were pre-assembled, then combined with the 3D printings. For the wrist the transition pieces were first placed. The gyroscopes of the finger holders were inserted into the bottom and then into the transition pieces. Two schematics were made: one for a single-finger device and one for a five-finger device, using MPU6050 gyroscopes and Force Sensitive Resistors (FSRs) placed on a breadboard for testing. Unity was used as game engine for the game development.
Project results
We have created a controller device and three games aimed at patient rehabilitation. The finger holder of the controller device has been designed for universal fit, ensuring comfort for different hand sizes. Finger holes are shaped like half-ellipses for smooth wrist motion and finger engagement. Testing confirms optimal wrist and finger movement, with all components securely fitted. This indicates that the device is ready for practical application and operational exploration. The system allows the player to control the fingers and wrist. The player’s arm remains stationary, in the game the arm moves automatically to perform the required actions.
We also developed 3 minigames: eating sushi, secret wave, and crack the code. Each game has been designed to adapt to the rehabilitation needs of users, offering a variety of challenges and incentives that improve hand function over time, without compromising entertainment value.
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Acknowledgements
The student team (Zein, Danny, Enya, Paulina and Teuntje) would like thank our clients Fred Holtkamp and Geert-Jos van der Maazen from Fontys Paramedical School. We also thank Marcel Hendriks and Kirsten Peelen. Furthermore we want to thank our Fontys project mentor J. van Rens and the many experts we spoke during our project.