Cerebral palsy is a group of permanent movement and posture disorders, caused by a non-progressive lesion in the brain during its development. In addition to motor difficulties, changes in sensation, perception, communication, behavior, epilepsy and musculoskeletal problems may occur. Each child is affected differently: some have only one side of the body affected, others manifest involuntary movements or difficulties with balance and coordination. The degree of functional autonomy is often assessed based on walking ability and the use of hands in daily activities. Although there is no cure, it is possible to optimize motor function through repetitive training that stimulates the reorganization of neuronal circuits.

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Crianças com paralisia cerebral

Publication type: Article Summary
Original title: O uso de jogos virtuais interativos para telereabilitação na paralisia cerebral
Article publication date: November 2020
Source: Repositório Científico do Instituto Politécnico do Porto
Author: Liliana Rodrigues
Supervisors: Firmino Silva & Maria João Trigueiro

What is the goal, target audience, and areas of digital health it addresses?
     The present research aims to evaluate the effectiveness of a telerehabilitation intervention that uses interactive virtual games to improve upper limb motor skills in children with cerebral palsy. The target audience includes the families of these children, as well as rehabilitation professionals, namely occupational therapists, physiotherapists and speech therapists. This study falls within the domain of digital health, with a special focus on telerehabilitation, serious games and pediatric motor rehabilitation through interactive technologies.

What is the context?
     Cerebral palsy is a group of permanent movement and posture disorders, caused by a non-progressive lesion in the brain during its development. In addition to motor difficulties, changes in sensation, perception, communication, behavior, epilepsy and musculoskeletal problems may occur. Each child is affected differently: some have only one side of the body affected, others manifest involuntary movements or difficulties with balance and coordination. The degree of functional autonomy is often assessed based on walking ability and the use of hands in daily activities. Although there is no cure, it is possible to optimize motor function through repetitive training that stimulates the reorganization of neuronal circuits.

     Motor rehabilitation in this population is based on motor learning, which involves three components: acquisition (initial learning of movement), retention (ability to reproduce movement after training) and transfer of skills (application in different contexts). This learning is focused on improving motor skills, postural control, balance, bilateral coordination and upper limb functionality. To be effective, the training must be intensive, functional, motivating and adapted to the child’s needs.

     Serious games are distinguished by having goals that go beyond entertainment, covering areas such as education, rehabilitation and health promotion. Exergames are a subcategory of serious games that require body movement as a form of interaction, assuming relevance in motor rehabilitation. Interaction can be mediated through technologies based on vision, audio, or sensors, and it is classified, according to the degree of immersion, as: immersive — with full immersion in virtual reality; hybrid — with images/videos overlaid on the real world; non-immersive — with a virtual environment displayed on a two-dimensional screen.

What are the current approaches?
     Currently, several studies analyze the use of technologies in rehabilitation, both commercial and platforms specifically developed for motor rehabilitation. Among the commercial solutions, the Xbox Kinect stands out, with games such as Kinect Sports and Kinect Adventures, the Nintendo Wii with Wii Sports and Wii Fit and the PlayStation 2 with EyeToy. Although these technologies demonstrate benefits in terms of motivation and motor execution, they have limitations such as the lack of therapeutic personalization and accessibility barriers.

     In contrast, platforms designed specifically for rehabilitation — such as Kinerehab, HB-RES, Mitii, RE-ACTION or Timocco — allow greater adaptation to clinical needs, favoring motor repetition and usability in home settings. The Timocco platform, in particular, integrates a variety of interactive games to stimulate motor, cognitive and communication skills, being a non-immersive virtual reality solution with a vision-based interface, already applied in the rehabilitation of children with cerebral palsy. However, in Portugal, there is a lack of studies on the use of virtual games for telerehabilitation of this population.

What does innovation consist of? How is the impact of this study assessed?
     The innovation of this study was the use of the Timocco platform for upper limb telerehabilitation in children with cerebral palsy, in Portugal. The platform, accessible on any computer with an internet connection, uses the webcam to detect the child’s movements and sensors in the balls used in the games to accurately identify the position of the hands. The therapist can configure various parameters such as the background, the color and size of the cursor, difficulty level, among other game settings allowing customization of the intervention. At the end of each game, the platform provides immediate feedback through a rewards system that includes scores, virtual coins and motivational messages. The results are automatically recorded, allowing for continuous monitoring of the child’s progress over time.

     In this study, two game plans were selected. The first, “Attention please mini“, includes the “bubble bath” game, in which the child must burst green and yellow bubbles, ignoring the red ones. This plan involves bilateral upper limbs movements and records specific data such as hand used, the number of bubbles burst correctly or incorrectly, and the number of bubbles ignored. The second plane, “Midline crossing“, contains the game “fruit basket” game, in which the child catches fruits in the upper corner of the screen and places them in the opposite lower basket. This plan requires different movement patterns and records specific data as the hand used, the number of fruits placed in the correct or incorrect basket, the number of fruits ignored, and the number of midline crossings.

     The study involved ten children diagnosed with cerebral palsy, aged between 6 and 14 years, accompanied by the Associação de Paralisia Cerebral de Braga. The intervention lasted 5 weeks, with sessions three times a week of 10 to 15 minutes: two asynchronous, held at home with the support of caregivers, and one synchronous, conducted by a therapist through a digital platform.

     The impact of the intervention was assessed using three complementary methods. The children’s interest and experience were analyzed with the intrinsic motivation inventory, while the usability of the platform was evaluated by caregivers through the telehealth usability questionnaire. In addition, the Timocco platform provided objective motor performance data, including total score, average response time, number of levels played, and movement efficiency.

What are the main results? What is the future of this approach?
     The results of plan 1 reveal clear improvements in motor performance, with reduced average response time, increased scores (from 16 to 42 points between the first and last game) and evolution in the number of levels played, indicating faster movements. The number of bubbles bursting with the most affected limb increased (from 5 to 15 points between the first and last game), reflecting a greater number of movement repetitions throughout the sessions. The movement efficiency was high, indicating that almost no mistakes were made, such as bursting incorrect bubbles or ignoring correct bubbles, possibly due to the simplicity of the tasks and the lower presence of distracting elements.

     In plan 2, the response time and the levels played remained stable, with a slight reduction in response time and with a slight tendency to increase in level in the last game. The total score increased significantly (from 36 to 66 points between the first and last game). The movement efficiency remained stable between the games, being at an intermediate value, which can be justified by the game’s higher motor demand, requiring continuous and coordinated movements between left and right sides.

     Additionally, high levels of motivation were recorded (average of 4.33 out of 5), with children giving particularly high scores to the statements “I really like Timocco’s games” and “Timocco’s games are fun”. High levels of satisfaction were also observed (average 4.08 out of 5), particularly regarding future use, ease of use and learning, quality of interaction, and interface quality.

     Overall, the data demonstrated that using the Timocco platform in a home setting is feasible, effective, and well accepted, promoting motor improvements and active family engagement.

     In the future, it is recommended to expand the sample size, extend the intervention to assess long-term maintenance of gains and compare effectiveness among children with different autonomy or functional profiles.

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Home / Publications / Publication

Crianças com paralisia cerebral

Publication type: Article Summary
Original title: O uso de jogos virtuais interativos para telereabilitação na paralisia cerebral
Article publication date: November 2020
Source: Repositório Científico do Instituto Politécnico do Porto
Author: Liliana Rodrigues
Supervisors: Firmino Silva & Maria João Trigueiro

What is the goal, target audience, and areas of digital health it addresses?
     The present research aims to evaluate the effectiveness of a telerehabilitation intervention that uses interactive virtual games to improve upper limb motor skills in children with cerebral palsy. The target audience includes the families of these children, as well as rehabilitation professionals, namely occupational therapists, physiotherapists and speech therapists. This study falls within the domain of digital health, with a special focus on telerehabilitation, serious games and pediatric motor rehabilitation through interactive technologies.

What is the context?
     Cerebral palsy is a group of permanent movement and posture disorders, caused by a non-progressive lesion in the brain during its development. In addition to motor difficulties, changes in sensation, perception, communication, behavior, epilepsy and musculoskeletal problems may occur. Each child is affected differently: some have only one side of the body affected, others manifest involuntary movements or difficulties with balance and coordination. The degree of functional autonomy is often assessed based on walking ability and the use of hands in daily activities. Although there is no cure, it is possible to optimize motor function through repetitive training that stimulates the reorganization of neuronal circuits.

     Motor rehabilitation in this population is based on motor learning, which involves three components: acquisition (initial learning of movement), retention (ability to reproduce movement after training) and transfer of skills (application in different contexts). This learning is focused on improving motor skills, postural control, balance, bilateral coordination and upper limb functionality. To be effective, the training must be intensive, functional, motivating and adapted to the child’s needs.

     Serious games are distinguished by having goals that go beyond entertainment, covering areas such as education, rehabilitation and health promotion. Exergames are a subcategory of serious games that require body movement as a form of interaction, assuming relevance in motor rehabilitation. Interaction can be mediated through technologies based on vision, audio, or sensors, and it is classified, according to the degree of immersion, as: immersive — with full immersion in virtual reality; hybrid — with images/videos overlaid on the real world; non-immersive — with a virtual environment displayed on a two-dimensional screen.

What are the current approaches?
     Currently, several studies analyze the use of technologies in rehabilitation, both commercial and platforms specifically developed for motor rehabilitation. Among the commercial solutions, the Xbox Kinect stands out, with games such as Kinect Sports and Kinect Adventures, the Nintendo Wii with Wii Sports and Wii Fit and the PlayStation 2 with EyeToy. Although these technologies demonstrate benefits in terms of motivation and motor execution, they have limitations such as the lack of therapeutic personalization and accessibility barriers.

     In contrast, platforms designed specifically for rehabilitation — such as Kinerehab, HB-RES, Mitii, RE-ACTION or Timocco — allow greater adaptation to clinical needs, favoring motor repetition and usability in home settings. The Timocco platform, in particular, integrates a variety of interactive games to stimulate motor, cognitive and communication skills, being a non-immersive virtual reality solution with a vision-based interface, already applied in the rehabilitation of children with cerebral palsy. However, in Portugal, there is a lack of studies on the use of virtual games for telerehabilitation of this population.

What does innovation consist of? How is the impact of this study assessed?
     The innovation of this study was the use of the Timocco platform for upper limb telerehabilitation in children with cerebral palsy, in Portugal. The platform, accessible on any computer with an internet connection, uses the webcam to detect the child’s movements and sensors in the balls used in the games to accurately identify the position of the hands. The therapist can configure various parameters such as the background, the color and size of the cursor, difficulty level, among other game settings allowing customization of the intervention. At the end of each game, the platform provides immediate feedback through a rewards system that includes scores, virtual coins and motivational messages. The results are automatically recorded, allowing for continuous monitoring of the child’s progress over time.

     In this study, two game plans were selected. The first, “Attention please mini“, includes the “bubble bath” game, in which the child must burst green and yellow bubbles, ignoring the red ones. This plan involves bilateral upper limbs movements and records specific data such as hand used, the number of bubbles burst correctly or incorrectly, and the number of bubbles ignored. The second plane, “Midline crossing“, contains the game “fruit basket” game, in which the child catches fruits in the upper corner of the screen and places them in the opposite lower basket. This plan requires different movement patterns and records specific data as the hand used, the number of fruits placed in the correct or incorrect basket, the number of fruits ignored, and the number of midline crossings.

     The study involved ten children diagnosed with cerebral palsy, aged between 6 and 14 years, accompanied by the Associação de Paralisia Cerebral de Braga. The intervention lasted 5 weeks, with sessions three times a week of 10 to 15 minutes: two asynchronous, held at home with the support of caregivers, and one synchronous, conducted by a therapist through a digital platform.

     The impact of the intervention was assessed using three complementary methods. The children’s interest and experience were analyzed with the intrinsic motivation inventory, while the usability of the platform was evaluated by caregivers through the telehealth usability questionnaire. In addition, the Timocco platform provided objective motor performance data, including total score, average response time, number of levels played, and movement efficiency.

What are the main results? What is the future of this approach?
     The results of plan 1 reveal clear improvements in motor performance, with reduced average response time, increased scores (from 16 to 42 points between the first and last game) and evolution in the number of levels played, indicating faster movements. The number of bubbles bursting with the most affected limb increased (from 5 to 15 points between the first and last game), reflecting a greater number of movement repetitions throughout the sessions. The movement efficiency was high, indicating that almost no mistakes were made, such as bursting incorrect bubbles or ignoring correct bubbles, possibly due to the simplicity of the tasks and the lower presence of distracting elements.

     In plan 2, the response time and the levels played remained stable, with a slight reduction in response time and with a slight tendency to increase in level in the last game. The total score increased significantly (from 36 to 66 points between the first and last game). The movement efficiency remained stable between the games, being at an intermediate value, which can be justified by the game’s higher motor demand, requiring continuous and coordinated movements between left and right sides.

     Additionally, high levels of motivation were recorded (average of 4.33 out of 5), with children giving particularly high scores to the statements “I really like Timocco’s games” and “Timocco’s games are fun”. High levels of satisfaction were also observed (average 4.08 out of 5), particularly regarding future use, ease of use and learning, quality of interaction, and interface quality.

     Overall, the data demonstrated that using the Timocco platform in a home setting is feasible, effective, and well accepted, promoting motor improvements and active family engagement.

     In the future, it is recommended to expand the sample size, extend the intervention to assess long-term maintenance of gains and compare effectiveness among children with different autonomy or functional profiles.

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