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Telematic Rehabilitation 2.0Kai-Uwe Hinderer and Petra Friedrich, Kempten University of Applied Sciences
Kempten, Germany, [email protected]
Otto Hobel, medica Medizintechnik GmbHHochdorf, Germany
Bernhard Wolf, Heinz Nixdorf-Lehrstuhl fur Medizinische Elektronik, Technische UniversitatMunchen
Munich, Germany
Abstract—Today, the compliance of device-basedtherapy for extended periods lies often below 50 percent[1]. Furthermore every second household is equippedwith both a powerful computer and a flat-screen TV([3], [4]). This project is motivated by the idea toconnect these facts.For an increased motivation to use the daily hours ofmedia consumption simultaneously for rehabilitation,a data animation is combined with a browser windowor media player. With the COMES R©1 interface, atherapist has additionally the possibility to interactwith the user and animation. Moreover a usabilitytest has been made, to examine the acceptance ofboth patients and therapists for a media supportedrehabilitation.The objective of this project is to reduce the motiva-tional threshold of a daily training and thus increasethe compliance in long term rehabilitation.
Index Terms—Personalized Medicine, TelemedicalAssistance-System, Telemedical exerciser, Bluetooth,Animation.
I. INTRODUCTION
OVER the last years the telematic rehabilitation
experiences a steady increase. A wide variety of
products for monitoring all kinds of vital parameters
is available on the market. Apps for tablet PCs and
smart phones provide a steady data flow updating the
user’s current health status 24/7. With all these smart
products on offer, it is supposedly easy to treat or
rehabilitate yourself. With this development however,
misdiagnosis and incorrect behavior are inevitable.
1COMES R©: ”Cognitive Medizinische Systeme” is a develop-ment of the Heinz Nixdorf-Lehrstuhl fur Medizinische Elektronikof the Technische Universitat Munchen and is a registered trade-mark. (http://www.comes-care.net/)
For this reason, a holistic approach is pursued in
this joint project2, which includes the therapist in the
self-directed rehabilitation. Especially in the decisive
phase of long-term rehabilitation, the months after
a stay in a rehab clinic, this therapeutic support is
extremely important. In order to achieve this, modern
ways of communication need to be used. Therefore
this project takes advantage of the possibilities new
technology and networking create, to maximize the
benefit for the user.
In particular, this article deals with the telematic re-
habilitation of cardiovascular diseases and limitations
of the lower musculoskeletal system with the help
of graphical analysis of live training data. Both to
increase compliance in the post-rehabilitation phase
as well as the motivation for self-directed training at
home was the goal of a preliminary approach [2].
These goals are pursued further, but in a modular
and independent way, to meet the challenges of a
rapidly changing sector. This means a solution has
been created, which places the emphasis on the user
benefit and is independent from both the terminal
and the training device. Moreover a usability-test has
been launched to investigate the acceptance of this
animation and entertainment supported rehabilitation.
It aims on getting a more precise idea of the needs
and challenges concerning both the therapist as well
as the user.
The prerequisites for the use of this technology is
only a Bluetooth-enabled training device that is able
to send live data, as well as a displaying terminal
device, which likewise is equipped with a Bluetooth
2Partners: Kempten University of Applied Sciences, HeinzNixdorf-Lehrstuhl fur Medizinische Elektronik of the TechnischeUniversitat Munchen and the medica Medizintechnik GmbH
978-1-4799-1412-8/13/$31.00 ©2013 IEEE
2013 IEEE Third International Conference on Consumer Electronics - Berlin (ICCE-Berlin)
8
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Fig. 1. Animation structure
interface and can access the Internet. In this case,
an application will be presented, which follows this
modular approach and shows a live-animation of a
cardio training on a telematic rehabilitation device3.
To realize the idea of increasing the motivation to
use the daily hours of media consumption4 simul-
taneously for rehabilitation, both the animation and
arbitrary web content are displayed on a smart TV.
The objective of this project is to reduce the motiva-
tional threshold of a daily training and thus increase
the compliance in long term rehabilitation, to help
the user realizing the importance of this training
and supporting him or her therapeutically via the
COMES R© platform5.
II. CONCEPT AND REALIZATION
Based on preliminary work [2] a modular tech-
nical concept was developed in the newly equipped
AAL-laboratory at Kempten University of Applied
Sciences. This approach intends to create the possi-
bility of an easy individualization of the implemented
elements, the user interface as well as the displaying
hardware. Therefore the process had to be decom-
posed in the individual steps, which are:
1) receive and forward live data
2) display data and generate live feedback
3) long term feedback with COMES R©
To complete this approach the individual steps
were combined to flexible modules. Thereby, partic-
ular attention was paid to keep the module interfaces
as simple as possible, making the adaption to the
3The Thera-vital exerciser of the medica Medizintechnik GmbHis a accredited medical device after EU definition. Both active andmotor supported passive training is possible with this device.
4In Germany the average time in front of the TV lies atapproximately 224 minutes per day per person [3]
5In COMES R© mobile measured vital parameters are intelli-gently evaluated by an expert system before they are provided tothe user along with medical information and trends.
Fig. 2. Animation and Media content during a training
changing challenges of individualized rehabilitation
easily realizable.
To achieve a modular solution, the data handling and
interpretation had to be implemented in a way to
minimize the dependencies to the operating system of
a device. Furthermore the modularity was extended
to the design of the user interface and animation.
A. Material and Methods
To realize a solution that inter-operates on multiple
platforms, that is able to access the system resources
and entails great flexibility a programming language
had to be found, which matches these requirements.
Therefore the choice met the Qt-Framework in com-
bination with C++. This choice was assured, because
of the inclusion of QML (Qt Meta Language)6 that
supports JavaScript combined with dynamic property
bindings. Since Qt does not fully support Bluetooth
yet, the wireless data handling was implemented in
python 2.7 with the Bluetooth-library PyBluez7. Here
as well, the idea of flexibility and modularity was
matched perfectly by the properties of this program-
ming language.
For the devices the initial development targets were
personal computers running Microsoft R© Windows as
well as the Raspberry Pi8 running Debian Linux. With
covering Windows and Linux the user is given the
chance to either use existing hardware or choose from
6QML is a declarative language that allows user interfacesto be described in terms of their visual components and howthey interact and relate with one another (http://qt-project.org/doc/qt-5.0/qtquick/qtquick-applicationdevelopers.html)
7Python: http://www.python.org/ - PyBluez: http://code.google.com/p/pybluez/
8The Raspberry Pi is a credit-card-sized single-board computerdeveloped in the UK - http://www.ADpi.org/
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Fig. 3. Sprite for the player animation.
a large selection of devices. Moreover by using the
RaspberryPi, every HDMI-ready device, like TV or
computer monitor can be used as displaying back-end
for this media supported rehabilitation.
B. Interface
The interface for the intermodular communication
was chosen to be the local TCP-port. Since this socket
is fully supported by the used languages, is straight
forward in its implementation and shows good per-
formance in forwarding the data, communication over
the TCP-port seems to be perfect for this project.
For its high security level and flexible application the
XML-based SOAP network protocol9 is used for the
web-communication.
As wireless interface the use of the Bluetooth R©
technology was continued. The choice was encour-
aged through the ongoing significant support of
tablets, smart-phones or personal computers. Further
the newly developed Bluetooth R© low energy profile
indicates a long-term presence of this technology with
great potential in the wireless communication.
C. Intelligence, Design and Feedback
Through the support of JavaScript the whole
engine was written in QML and JavaSript. This
implies the time synchronization, the scene animation
and the feedback generation. QML provides the
possibility of a direct object manipulation, which
results in slim functions to calculate new positions
and move the opponent objects as well as the
scene objects. Further QML supports transitions on
changing object coordinates, size or shape. Therefore
smooth movements can be created. This impression
9The Simple-Object-Access-Protocol provides a way to com-municate between applications running on different operatingsystems, with different technologies and programming languages.http://www.w3schools.com/soap/soap intro.asp
is completed by fluent sprite animations, which are
newly supported in Qt v5.0.
Supporting the simplicity of the design, the feedback
is intuitively. Two opponents are moved relatively to
the user’s player. Their given speed could be set by
the therapist but could as well be modulated during
the training. The sun, as part of the scene, changes
colors according to the player’s performance and
thereby gives feedback via a traffic light system.
Every frame or timer-tick, the positions of the
opponent’s are compared to the player as well as
the scene-with and screen size. These information
are translated and calculated in an algorithm to
new object coordinates. Depending on the player’s
speed, the opponents move relative to the player.
The displayed parameters like time, speed and
progress are live-parameters from the training
device. They are received over the TCP-port and
form the base for this application. In handling all
device concerned communication over the TCP-port
modularity is achieved. The animation is therefore
only listening on this port and has no knowledge of
the Bluetooth-communication, handled by a small
python-script. On the other hand, this script has no
knowledge of the further use of the data. It just
receives the live-data from the rehabilitation-trainer
over the RFCOMM-protocol, stores the data in a
sqlite-database and forwards it onto the TCP-port.
The training results are both displayed in the
animation context as well as transmitted and put in
a long term context on the COMES R© platform. Here
the user has the possibility to communicate with its
therapist to both discuss the results as well as get
new training tasks. The SOAP-communication is also
handled by the python-script. After the training the
main application sends a signal over the TCP-port
with the ’training-finished’-message. The python-
script then triggers the transmission of the data out
of the sqlite-database, embedded in a XML-file. On
the portal itself all data is collected and can thus
be displayed and reviewed by every user with the
appropriate rights. In addition this platform offers a
holistic overview of diverse health-data, which can
for example be brought into context with each other
to compose a new training [5].
III. USABILITY TEST
To determine the areas for improvement of the
implementation and the general acceptance of this
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multimedia supported training, a small usability test
at the Fachklinik Enzensberg was carried out.
A. Methodology
The test used questionnaires, observation and
interview techniques to gather information about
the subjective impression created by the multimedia
supported training.
Participants: All five patients as well as the
five therapists were experienced with the normal
training on the Thera-vital R© trainer and therefore
needed no introduction concerning the trainer. As
for the visualization, a short introduction was given,
describing the cycling race, the feedback system
and the media content. Some of the participants
were familiar with cycling animations10, but none
had experienced something like the presented
combination.
Setup: Despite of the presence of several rehabil-
itation exercisers at the Fachklinik Enzensberg, only
one could be equipped with an additional monitor and
headphones, linked to a laptop. The media content
was chosen to be an actual episode of the ”Tatort”
TV series. One experimenter observed and provided
assistance when needed.
For the patients the difficulty-level of the two oppos-
ing cyclists was determined after recommendations
of the therapists. The therapists chose their difficulty
arbitraryly.
B. Results and interpretation
For both the five therapists, as well as the five pa-
tients four attributes were examined. On therapeutic
side, these were:
• usability
• motivation
• feedback
• possible fields of application
On patient side:
• intuitiveness
• implementation
• training conditions
• motivation
All participants seemed to enjoy their training and
were very open towards this new technology.
10http://www.tacx.com/
Patients: The intuitiveness of this system was
rated by the patients with top marks. They knew
exactly what to do and why so. Questions and
ambiguities rarely occurred. Only the allocation of
the cyclists to the role of the player or opponent did
not happen intuitively. The training conditions were
also rated high. The installed second screen did not
bother and all of the asked patients agreed, that their
training had been comfortable.
The implementation itself was rated good. The
design was approved and all out of the patients
group liked the live-feedback in form of the cycling
race. The media content did not suit everybody’s
taste. After the patient’s opinions, the concept of a
split-screen is acceptable, but seems not to be the
perfect solution.
The attribute motivation was generally rated high.
For most of the participants the training motivation
increased. Further the idea of a multimedia-supported
training at home, using the available devices, wasn’t
declined at all.
Therapists: The usability and motivational
sector got average grades from the therapists. The
questioned therapists agree in the possibility of an
increased motivation, but are not entirely sure, if
this can be observed in long-term rehabilitation.
However, they can imagine using this system
regularly for their patients. The feedback feature
was rated high. Especially the cycling race with its
adjustable velocities for the opponents was approved
of. The only critical point concerned the adjustment
of the opponents. Here a more complex speed-profile
was proposed.
The areas of application met disagreement. Some
approved of the application at home, some would
rather like to use this system in rehabilitation
centers. Furthermore the telemedical application
of this system, met astonishing approval at the
therapists. Nearly all could imagine evaluating or
setting up cycling therapies for their patients.
All in all the results of this small usability test
are promising and allow the improvement of the
presented application. Moreover a base for further
investigation in form of a case- or usability-study is
formed.
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IV. OUTLOOK
Besides a fully functional data transfer and a fluent
animation the training goals can only be set manually.
Therefore the next step implies the connection to the
COMES R© platform, firstly to simplify the interaction
with the therapist and secondly to automate the
adaption of the training difficulty after the therapists
recommendation. The gathered opinions of patients
and therapists concerning the control, handling and
intuitiveness will be integrated in the final design
and implementation.
Having adapted the resulting sensitive changes
to the application, further analysis can be done.
A case-study concerning the benefit of ’media
and animation supported telematic long-term
rehabilitation in home environment’ shall follow.
Here, the support of the medica MedizintechnikGmbH and its affiliated clinics and physiotherapy
practices like the Fachklinik Enzensberg, will be
very helpful.
Studies have shown, that game supported
rehabilitation has great potential [6]. This in
combination with the telematic rehabilitation in the
home environment bears even greater potential. With
this solution patients should experience their time of
rehabilitation not isolated, but always accompanied
by therapists who care for their health and always
consider the individual weaknesses and strengths.
But this can only be achieved if an acceptance
for new technology on both the patients and the
therapeutic side is established. Concerning the results
of the usability test this has been accomplished.
The therapists however have to have the chance of
earning money with telematic medical care to create
the possibility of ever introducing this technology.
Here health insurance companies and politicians have
to act to meet the challenges of new technology and
the demographic change, which makes telemedicine
inevitable to cover the need for medical care.
Thus as long-term aspiration, an increase of
compliance for the rehabilitation at home and the
usage of new technologies for the user’s benefit are
desirable.
ACKNOWLEDGMENT
The author would like to thank the medica Medi-zintechnik GmbH for their great support. The author
is also grateful to the Heinz Nixdorf-Lehrstuhl fur
Medizinische Elektronik of the Technische UniversitatMunchen including the Heinz Nixdorf Stiftung as
well as the Kempten University of Applied Sciencesthat supported and encouraged this work. Moreover
sincere thanks to the Fachklinik Enzensberg and the
participants in the usability-test, for their support and
help.
REFERENCES
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[2] K.-U. Hinderer and P. Friedrich and B. Wolf, Home Care: ATelematic Rehabilitation Exerciser, Consumer Electronics -Berlin (ICCE-Berlin), 2012 IEEE International Conference,pages 15-18, 2012.
[3] Statistisches Bundesamt Statistisches Jahrbuch 2012, https://www.destatis.de/DE/Publikationen/StatistischesJahrbuch/StatistischesJahrbuch2012.pdf? blob=publicationFile,pages 204-208, 2012.
[4] Statistisches Bundesamt 49 % der Privathaushalte habeneinen Flachbildfernseher, https://www.destatis.de/DE/PresseService/Presse/Pressemitteilungen/zdw/2012/PD12018 p002.html, 2012.
[5] P. Friedrich and T. Spittler and J. Clauss and A. Scholz andD Hofsøy and S. Becker and W. Tiedge and S. Tubingerand B. Wolf, Mobile Healthcare - Auf Anruf Arzt (a3), 3.Deutscher AAL-Kongress, Berlin, 2010.
[6] Yong Joo, Loh and Soon Yin, Tjan and Xu, Donald and Thia,Ernest and Pei Fen, Chia and Kuah, Christopher Wee Keongand Kong, Keng-He, A feasibility study using interactivecommercial off-the-shelf computer gaming in upper limb re-habilitation in patients after stroke, Journal of rehabilitationmedicine, Vol. 42, Nr. 5, pages 437-441, 2010.
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