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PRIMARY Clinicalparameters.

SECUNDARY Timing

TERTIARY

SOCIAL

METRICS AND DATA

COMMENTS Window of opportunity. The earlier the therapy the more the natural recovery can be used. See Motor Repetition Competing against others (parents or other persons)

Dose

Active agent/s Intensity, Frequency and Repetition Challenge level

y y y y y y

Performance data Cognitive load Physiological load Mechanical load Game speed Skill adaptive (may include among others varying the size of the target)

Duration.

y y y

Reinforcement / Feedback schedule.

y y

Number of sessions Length of the session Performance data Indication of errors, Error rate indication of hits, Success rate helpful comments, aural feedback, visual feedback, haptic feedback

Task

Motivation engagement.

/ Inmersion thegame.

in Graphical avatar.

Movement trajectories. Simple interface and clear objetives Expentancy. Self-efficacy. Compliance / Adherence. Self-response from the patient / Tolerance. Patient selfperception of role in society. Age.

y Position y Orientation y Control Simple goals.

Discrete tasks vs continuous tasks. y Serial vs parallel y Part vs Whole tasks. More realistic avatars may actvate mirror neurons Wear a dataglove, head-mounted display and others. y

InitialState.

Collaborative with Patient other time person(multiplayer game)

response Decreasedsensoryac uity

Lesion extended. Muskulo-esqueletal. PostFatigue level Strokedepression / Physiological.

y y

Depressionlevel

Geriatricdepressi onScale.

Fatigue impactscale. Visual analoguescale (VAS). Visual analoguescale (VAS)

Fatigue severity, frecuency, duration and impact.

Health and lifestyle.

Motor repetition.

Secundaryinterventio n target. Supportnetwork(fam ily, etc). Type of movement covered ). Reduction of compensation movements Range

y y y

y y

Unidirectional, Motricity index. combined, complex Fugyl-Meyer scale. Motor assessment scale. Action research arm test (ARAT). Medical Research Council scale

Meaning Significativetask

/ Appropriateness of genre Funcional activity

Elements of social activity. y y y y Grasping Moving an object. Making a meal. Etc.

REFERENCE 1. MARS-RERC State of the Science (SOS) Meeting: Rehabilitation Robotics for Stroke Recovery, Chicago USA, Editors Pattons, James &Rymez, Zev. 2. Eletha Flores, Gabriel Tobon, E. C. F. I. C. J. C. P. T. K. , Improving Patient Motivation in Game Developmentfor Motor Deficit Rehabilitation, Advances in Computer Entertainment Technology, Yokohama Japan, 2008, pages 381-384. 3. J.W. Burke, M.D.J. McNeill, D.K. Charles, P.J. Morrow, J.H. Crosbie, S.M. McDonough, Optimising engagement for stroke rehabilitation using serious games, Visual Computer,England, August 2009, pages 1085-1099. 4. Janet L. Ingles, BA, Gail A. Eskes, PhD, Stephen J. Phillips, MB, FatigueAfter Stroke, Arch Phys Med Rehabil, February 1999, volume 80, pages 173-178. 5. Anna-Sofia Alklind Taylor, Per Backlund, HenrickEngstrm, Michael Johannesson, and Mikael Lebram, Gamers against All Odds, JOURNAL OF CELL TRANSPLANTATION or JOURNAL OF CELL, 2009, pages 1-12. 6. Langhorne P, Coupar F, Pollock A., Motor Recovery after Stroke: a systematic review.,The Lancet Neurology, Glasgow UK, volume 8, August 2009, pages 741-754.

7. Girijesh Prasad, Pawel Herman, Damien Coyle, Suzanne McDonough, Jacqueline Crosbie, Applying a brain-computer interface to support motor imagery practice in people with stroke for upper limb recovery: a feasibility study, Journal of neuroengineering and rehabilitation., 2010., pages 1-17

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