Game-based cognitive disorder patient rehabilitation training system
Through the coordinated gaming method of sensor gloves and VR glasses, efficient and personalized response speed training for patients with cognitive impairment is achieved, and the problem of difficulty for doctors in managing multiple patients is solved, which improves training efficiency and enthusiasm for patients to participate, and promotes neural recovery and cognitive function improvement.
Patent Information
- Application Number
- CN202421785703.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Utility models(China)
- Current Assignee / Owner
- Filing Date
- 2024-07-26
- Publication Date
- 2025-07-11
- Estimated Expiration
- 2034-07-26
AI Technical Summary
In the prior art, it is difficult for doctors to efficiently train multiple patients with cognitive impairment to respond quickly, resulting in missing the golden rehabilitation period, and traditional rehabilitation training is time-consuming and labor-intensive, and patients are not enthusiastic about participating.
Sensor gloves and VR glasses are used to coordinate and conduct reaction speed training through game modes. Sensor gloves are used to collect data in real time and transmit them to electronic computers. The electronic computer processes and maps them to VR glasses to display three-dimensional images, realizing immersive interaction and personalized training.
It improves training efficiency and accuracy, enhances patients' enthusiasm for participation, stimulates the brain to promote neural recovery, improves BDNF protein levels, improves cognitive function, and reduces doctor dependence.
Smart Images

Figure CN223082224U_ABST
Abstract
Description
Technical Field
[0001] The utility model belongs to the field of intelligent rehabilitation, and particularly relates to a rehabilitation training system for patients with cognitive impairment based on games. Background Technique
[0002] In recent years, the degree of population aging in China has been increasing day by day, and the aging problem has become the focus of social attention. With the growth of age, most elderly people will experience a certain degree of mild cognitive impairment. Mild Cognitive Impairment (MCI) is an intermediate state between normal aging and dementia, and it is a syndrome of cognitive impairment. Compared with normal elderly people matched by age and education level, if mild cognitive impairment is obtained, the possibility of developing dementia in the next few years will be significantly increased.
[0003] Currently, when rehabilitating patients without using games, most doctors personally guide the patients in training. However, if there are many patients, the doctors may be too busy to provide timely assistance to the patients, so that the golden rehabilitation period of the patients is missed.
[0004] Some studies have shown that simple reaction speed training can improve the executive function and cranial nerve function of MCI elderly people, effectively delay cognitive decline, can increase the serum BDNF level of MCI elderly people, and then repair neurons and improve cognitive function. This method can be used as one of the important intervention means for early prevention of dementia, and the game method is the best way to carry out reaction speed training.
[0005] Therefore, in intelligent rehabilitation, a rehabilitation training system for patients with cognitive impairment based on games for reaction speed training is worthy of further research. Content of the Utility Model
[0006] The purpose of the utility model is to provide a rehabilitation training system for patients with cognitive impairment based on games. The rehabilitation training system conducts reaction speed training based on the coordinated linkage of a sensor glove and a VR glasses. The electronic computer is used for the health condition assessment and real-time display of patients, timely adjusts the game difficulty and details, and better realizes personalized rehabilitation training; the visual stimulation of the game is direct and real-time, and can be immersed in interaction; thus, a good training plan can be provided according to the physical and mental health conditions of patients, which can not only improve the efficiency of doctors and reduce repetitive labor, but also make the rehabilitation training process of patients more convenient and intelligent.
[0007] An embodiment of the utility model is implemented as follows. A rehabilitation training system for patients with cognitive impairment, the rehabilitation training system for cognitive impairment patients at least includes: a sensor glove, an electronic computer, and a VR glasses;
[0008] The sensor glove is used to collect the training data of the patient's hand in real time. The built-in sensor glove WiFi chip can transmit the training data to the electronic computer in real time, and the connection between the sensor glove and the electronic computer is realized through WiFi.
[0009] The electronic computer is used to receive and process the hand training data in real time and map the data to the built-in rehabilitation training game. The built-in display of the electronic computer can display the patient's training process in real time, analyze and evaluate the patient's training process, and can also provide reference for medical staff or family members. The electronic computer transmits the picture data displayed by the rehabilitation training game to the VR glasses through WiFi.
[0010] The VR glasses are used to display three-dimensional stereoscopic pictures to achieve immersive interaction, so as to assist the patient to achieve the effect of rehabilitation training. The control situation of the position of the game character is fed back to the patient through immersive visual feedback of the VR glasses to train the patient's hand and stimulate the patient.
[0011] More specifically, the present invention proposes a game-based rehabilitation training system for patients with cognitive impairment, and the system includes: a sensor glove, an electronic computer, and VR glasses.
[0012] The sensor glove at least includes a curvature sensor, a sensor glove WiFi chip, and a sensor glove power supply battery.
[0013] The electronic computer at least includes a display, a central processing unit, a graphics adapter, a memory, an input / output interface, a power adapter, and a rehabilitation training game module.
[0014] The VR glasses at least include a head-mounted skeleton and two lenses.
[0015] The game-based rehabilitation training system for patients with cognitive impairment provided by the embodiment of the present invention has the following beneficial effects compared with the prior art:
[0016] The present invention not only avoids the time-consuming and laborious characteristics of traditional rehabilitation training, but also increases the fun of training, and can greatly improve the patient's training enthusiasm. After using the present invention, through the collaborative training of the sensor glove and the VR glasses, the brain can be stimulated, the patient's physical function and reaction speed can be improved, nerve recovery can be promoted, and the patient's BDNF protein level can be increased, neurons can be repaired, and cognitive function can be improved, effectively improving the physical and mental conditions of patients with cognitive impairment. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] Figure 1 It is a schematic diagram of the system of the present invention;
[0018] Figure 2 It is a schematic diagram of the structure of the sensor glove of the present invention;
[0019] Figure 3 Schematic diagram of the structure of the electronic computer of the present utility model;
[0020] Figure 4 Schematic diagram of the structure of the VR glasses of the present utility model;
[0021] Among them, the reference numerals are as follows:
[0022] Sensor glove 1, electronic computer 2, VR glasses 3;
[0023] Power supply battery 101 of the sensor glove, wrist sleeve 102, bending sensor 103, controller 104, WiFi chip 105 of the sensor glove, palm sleeve 106, hinge silicone elastic cord 107, finger sleeve 108;
[0024] Rehabilitation training game module 201, memory module 202, central processing unit 203, graphics adapter 204, input / output interface 205, computer motherboard 206, display 207, power adapter 208;
[0025] WiFi chip 301 of the VR glasses, VR glasses motherboard 302, small display screen 303, head-mounted skeleton 304, power supply battery 305 of the VR glasses, lens 306, buckle 307, strap 308. Specific implementation manners
[0026] In order to make the objectives, technical solutions and advantages of the present utility model clearer, the present utility model will be further described in detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present utility model and are not used to limit the present utility model.
[0027] As is well known, hand control is closely related to the brain; according to medical research reports, it is found that the human brain is plastic, and the effective recovery of the limb movement function can be achieved through repeated and targeted rehabilitation training, and the subjective movement awareness of the patient also has important significance for nerve recovery. There are also studies showing that the physical function and reaction speed of patients can be improved through training, promoting nerve recovery and increasing the BDNF protein level in patients, repairing neurons and improving cognitive function. Therefore, making the fingers flexible indicates that the patient's brain reacts faster, which can improve the patient's physical function and reaction speed, repair neurons and improve cognitive function.
[0028] Therefore, the embodiment of the present utility model provides a game-based rehabilitation training system for cognitive disorder patients, which conducts reaction speed training on cognitive disorder patients based on rehabilitation training games, so that the patient's brain reacts faster, which can improve the patient's physical function and reaction speed, repair neurons and improve cognitive function, and is applied to the field of intelligent rehabilitation.
[0029] In this embodiment, a rehabilitation training system for patients with cognitive impairment based on games, such as Figure 1 shown, includes a sensor glove 1, a computer 2, and a VR glasses 3. The sensor glove 1 is used to collect the training data of the patient's hand in real time. The computer 2 is used to receive and process the hand training data in real time and map the data into a rehabilitation training game. The VR glasses 3 can be used to display a three-dimensional stereoscopic image to achieve immersive interaction, thereby assisting the patient to achieve the effect of rehabilitation training.
[0030] Among them, as Figure 2 shown, the sensor glove 1 at least includes a wrist sleeve 102, a palm sleeve 106, and a finger sleeve 108. The wrist sleeve 102 includes a power supply battery 101 for the sensor glove. A controller 104 is provided on the back of the palm sleeve 106, and a finger placement groove is provided inside, and a bending sensor 103 and a sensor glove WiFi chip 105 are provided. The finger sleeve 108 is connected by a simulated finger multi-finger sleeve, and a hinge silicone elastic cord 107 is provided between adjacent phalanx sleeves. The bending sensor 103 is a resistance strain type sensor, which is composed of an elastic sensitive element, a resistance strain gauge, a compensating resistor, and a housing. The greater the bending degree of the finger, the greater the resistance value. The surface of the bending sensor is a layer of special resistance material. When the bending sensor is stressed and bent, the resistance value on the surface changes.
[0031] Among them, as Figure 3 shown, the computer 2 at least includes a display 207, a central processing unit 203, a graphics adapter 204, a computer motherboard 206, a memory module 202, an input / output interface 205, a power adapter 208, and a rehabilitation training game module 201. The central processing unit 203, the graphics adapter 204, and the memory module 202 are inserted into the motherboard through specific slots. The display 207 is connected to the image adapter 204 through a video cable. The input / output interface 205, such as USB and HDMI, is directly integrated on the motherboard. The power adapter 208 is connected to a power supply, and the latter then provides power to the computer motherboard 206 and all components through a power cord.
[0032] Among them, as Figure 4As shown, the VR glasses 3 at least include a head-mounted frame 304 and two lenses 306, where the head-mounted frame 304 at least includes a small display screen 303, a VR glasses WiFi chip 301, and a VR glasses power supply battery 305. The small display screen 303 is connected to internal electronic components through a flexible cable to achieve image display. The VR glasses WiFi chip 301 is fixed on the VR glasses main board 302 and communicates with the small display screen 303 and other electronic components through a circuit. The VR glasses power supply battery 305 is built into the head-mounted frame 304 to supply power to the entire circuit. The two lenses 306 are placed inside the head-mounted frame 304, and two arc-shaped buckles 307 are provided on both sides of the head-mounted frame 304. A flexible strap 308 is fixedly connected between the two buckles 307.
[0033] A rehabilitation training system for patients with cognitive impairment based on games provided in this embodiment not only avoids the time-consuming and laborious characteristics of traditional rehabilitation training, but also greatly improves the enthusiasm of patients. After using the present utility model, through the collaborative training of the sensor glove and the VR glasses, the brain can be stimulated, the physical function and reaction speed of the patient can be improved, nerve recovery can be promoted, and the BDNF protein level of the patient can be increased, neurons can be repaired, and cognitive function can be improved. It not only solves the problem of time-consuming and laborious traditional rehabilitation training, but also greatly improves the enthusiasm of patients to participate in rehabilitation training, and will effectively improve the physical and mental conditions of patients with cognitive impairment.
[0034] This embodiment uses immersive rehabilitation training games to train patients to a certain extent, which not only improves efficiency, but also has better accuracy and timeliness compared to manual work. It can arouse the enthusiasm of patients in training and reduce the dependence on the attending doctor. It can not only ensure that the bodies of patients with cognitive impairment are exercised, but also relax the body and mind of the patients, which is helpful for the rehabilitation of the patients.
[0035] The above-described embodiments are described in a relatively specific and detailed manner, but should not be construed as limiting the scope of the patent of the present utility model. It should be noted that for those of ordinary skill in the art, without departing from the concept of the present utility model, several deformations and improvements can still be made, and these all belong to the protection scope of the present utility model. Therefore, the protection scope of the present utility model should be subject to the appended claims.
[0036] The above is only the preferred embodiment of the present utility model and is not intended to limit the present utility model. Any modifications, equivalent replacements, and improvements made within the spirit and principle of the present utility model shall be included in the protection scope of the present utility model.
Claims
1. A game-based rehabilitation training system for patients with cognitive impairment, characterized in that, The system includes: a sensor glove, a computer, and VR glasses; The sensor glove at least includes a curvature sensor, a sensor glove WiFi chip, and a sensor glove power supply battery; The computer at least includes a display, a central processing unit, a graphics adapter, memory, an input / output interface, a power adapter, and a rehabilitation training game module; The VR glasses at least include a head-mounted frame and two lenses.
2. The rehabilitation training system for patients with cognitive impairment based on a game according to claim 1, wherein The sensor glove at least includes three parts: a wrist sleeve, a palm sleeve, and finger sleeves. The wrist sleeve includes a sensor glove power supply battery. A controller is provided on the back of the palm sleeve. The finger sleeves are connected by a simulated finger multi-finger sleeve. A silicone elastic cord is provided between adjacent phalanx sleeves. A finger placement groove is provided inside, and a curvature sensor and a sensor glove WiFi chip are provided.
3. The rehabilitation training system for patients with cognitive impairment based on games according to claim 1, characterized in that, The computer at least includes a display, a central processing unit, a graphics adapter, a computer motherboard, memory, an input / output interface, a power adapter, and a rehabilitation training game module; The central processing unit, the graphics adapter, and the memory module are inserted into the computer motherboard through slots. The display is connected to the GPU through a video cable. Input / output interfaces such as USB and HDMI are directly integrated on the computer motherboard. The power adapter is connected to a power supply, which then provides power to the computer motherboard and all components through a power cord.
4. A rehabilitation training system for patients with cognitive impairment based on games according to claim 1, characterized in that, The VR glasses at least include a head-mounted frame and two lenses. The head-mounted frame includes a small display screen, a VR glasses WiFi chip, and a VR glasses power supply battery. The two lenses are placed inside the head-mounted frame. Two arc-shaped buckles are provided on both sides of the head-mounted frame, and a flexible strap is fixedly connected between the two buckles.
5. A rehabilitation training system for patients with cognitive impairment based on games according to claim 2, characterized in that, The curvature sensor is a resistance strain sensor, which consists of an elastic sensitive element, a resistance strain gauge, a compensating resistor, and a housing. The greater the degree of finger bending, the greater the resistance value. The surface of the curvature sensor is a layer of resistive material. When the curvature sensor is stressed and bent, the resistance value on the surface changes.
Citation Information
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