A rehabilitation training method and device based on somatosensory games

By obtaining the patient's hand fist movement data and real-time detection of grip strength data, controlling the progress of rehabilitation training and setting challenging levels, the problem of slow results in the existing rehabilitation training methods is solved, and the rehabilitation training effect and reliability are improved.

CN118866239BActive Publication Date: 2025-03-18SHUNDE POLYTECHNIC
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Patent Information

Application Number
CN202410847472.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-06-27
Publication Date
2025-03-18
Estimated Expiration
2044-06-27

AI Technical Summary

Technical Problem

The existing rehabilitation training methods are slow to achieve and cannot be adjusted in time according to the patient's training situation. The effect of patients using rehabilitation training equipment needs to be improved.

Method used

By obtaining the patient's hand fist movement data, setting corresponding training game levels, and real-time detection of patient grip strength data, controlling the patient's rehabilitation training progress, and setting challenging levels to improve the patient's rehabilitation training enthusiasm.

Benefits of technology

It improves the reliability of rehabilitation training games, timely strengthens the patient's hand movements, and improves the effect of rehabilitation training on the patient's hand.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a rehabilitation training method and device based on a somatosensory game, and the training method includes: guiding a patient to maintain a fisting action, and obtaining the patient's hand fisting action data in combination with a somatosensory handle; extracting the first fisting limit duration, the second fisting limit duration and the fisting action parameters; setting a number of training game levels, and dividing the training duration of each group of training game levels based on the first fisting limit duration; setting a training game challenge level, and setting the challenge duration of the challenge level based on the second fisting limit duration; setting a training target threshold in each training game level; obtaining the patient's training pass rate based on the training results of each group of training game levels, and judging whether the training pass rate is greater than 90%. If not, repeating the rehabilitation training game, and if so, completing the rehabilitation training. By detecting the patient's grip strength data in real time, the patient's rehabilitation training progress is controlled, the reliability of the rehabilitation training game is improved, and the patient's hand rehabilitation training effect is improved.
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Description

Technical Field

[0001] The present invention mainly relates to the technical field of rehabilitation training, and in particular to a rehabilitation training method and device based on somatosensory games. Background Art

[0002] Rehabilitation training equipment is the main equipment used by patients for motor movement correction and body function training. The existing rehabilitation training methods mainly rely on medical staff to formulate training plans based on the patient's condition and conduct regular re-examinations to obtain the patient's rehabilitation process. This rehabilitation training method is slow in effect and cannot timely conduct intensive training or adjust the training plan according to the patient's training situation. The effect of patients using rehabilitation training equipment needs to be improved. Summary of the invention

[0003] The purpose of the present invention is to overcome the shortcomings of the prior art. The present invention provides a rehabilitation training method and device based on somatosensory games. By obtaining the patient's hand fisting action data, corresponding training game levels are set, and by real-time detection of the patient's grip strength data, the patient's rehabilitation training progress is controlled, the reliability of the rehabilitation training game is improved, and the patient's hand rehabilitation training effect is improved.

[0004] The present invention provides a rehabilitation training method based on somatosensory games, the training method comprising:

[0005] Based on the game operation instructions, the patient is guided to maintain the fist-clenching action, and the patient's hand fist-clenching action data is obtained in combination with the somatosensory handle;

[0006] Extracting the patient's first fist clenching limit duration, second fist clenching limit duration and fist clenching movement parameters based on the hand fist clenching movement data;

[0007] Setting a plurality of groups of training game levels, and dividing the training duration of each group of training game levels based on the first fist-clenching limit duration;

[0008] Setting a challenge level for the training game, and setting the challenge duration of the challenge level based on the second fist-clenching limit duration;

[0009] Setting a training target threshold in each training game level in the plurality of sets of training game levels based on the fist-clenching action parameter;

[0010] The training pass rate of the patient is obtained based on the training results of each set of training game levels, and it is determined whether the training pass rate is greater than 90%. If not, the rehabilitation training game is repeated, and if so, the rehabilitation training is completed.

[0011] Furthermore, guiding the patient to maintain a fist-clenching action based on the game operation guide, and acquiring the patient's hand fist-clenching action data in combination with the somatosensory handle includes:

[0012] Based on the game operation prompts, guide the patient to hold the somatosensory handle and operate it by making a fist;

[0013] The grip strength data of the patient's fist-clenching action is obtained through the pressure sensor inside the somatosensory handle.

[0014] Furthermore, extracting the first fist clenching limit duration of the patient based on the hand fist clenching action data includes:

[0015] Detecting the patient's grip strength data in real time according to the pressure sensor inside the somatosensory handle;

[0016] According to the change of the patient's grip strength data, mark the initial time when the patient maintains a stable grip strength in the fist-clenching state, and the first mutation time when the patient's grip strength data undergoes the first downward mutation;

[0017] The first fist clenching limit duration of the patient is obtained based on the first mutation time and the initial time.

[0018] Furthermore, extracting the second fist clenching limit duration of the patient based on the hand fist clenching action data includes:

[0019] Marking the second mutation time when the patient's grip strength data has a second downward mutation according to the change of the patient's grip strength data;

[0020] The second fist clenching limit duration of the patient is obtained based on the second mutation time and the initial time.

[0021] Furthermore, the extracting of the patient's fist-clenching motion parameters based on the hand fist-clenching motion data includes:

[0022] The first response time of the patient completing the fist-making action for the first time is obtained according to the feedback data of the pressure sensor inside the somatosensory handle;

[0023] According to the feedback data of the pressure sensor inside the somatosensory handle, the second response time of the patient to restore the fisting state after the first drop mutation of the grip strength data is obtained;

[0024] The difference in grip strength between the patient's first fist-clenching state and the patient's second fist-clenching state is obtained according to feedback data from the pressure sensor inside the somatosensory handle.

[0025] Furthermore, the step of setting a plurality of groups of training game levels and dividing the training duration of each group of training game levels based on the first fist clenching limit duration includes:

[0026] The calculation formula for the training duration of each set of training game levels is:

[0027] T m =(m-1)*(γ-0.5)T 1 / (n-1)+0.5T 1 , (1<m≤n);

[0028] T m =0.5T 1 , (m=1);

[0029] Among them, T m is the training time of the mth training game level, T 1 is the maximum duration of the first fist, n is the number of training game levels, m is a constant, γ is the training coefficient, γ>1.

[0030] Furthermore, the setting of the challenge level of the training game and the setting of the challenge duration of the challenge level based on the second fist clenching limit duration include:

[0031] Calculating the initial grip strength maintenance time of the patient based on the first mutation time and the second mutation time;

[0032] The initial grip holding time is set as a trigger threshold of the challenge level, and the training game challenge level is started based on the trigger threshold.

[0033] Furthermore, setting the initial grip holding time as a trigger threshold of the challenge level, and starting the challenge level of the training game based on the trigger threshold includes:

[0034] Detecting the patient's real-time grip strength data in each set of training game levels, and recording the fist-clenching duration after the first drop mutation of the real-time grip strength data occurs, to obtain the patient's real-time grip strength maintenance duration;

[0035] The real-time grip strength maintenance time is compared with the trigger threshold, and if the real-time grip strength maintenance time is greater than the trigger threshold, the training game challenge level is started.

[0036] Further, setting a training target threshold in each training game level in the plurality of training game levels based on the fist-clenching action parameter includes:

[0037] The setting formula of the training target threshold is:

[0038] θ=[(m-1)γ / (n-1)]*d i , (1<m≤n);

[0039] Among them, θ is the training target threshold, m is a constant, n is the number of training game levels, γ is the training coefficient, and d i is the i-th action parameter in the fist-clenching action parameter.

[0040] The present invention also provides a rehabilitation training device based on somatosensory games, the training device comprising:

[0041] Data collection module: guides the patient to maintain a fist-clenching action based on the game operation instructions, and obtains the patient's hand fist-clenching action data in combination with the somatosensory handle;

[0042] Data processing module: extracting the patient's first fist clenching limit duration, second fist clenching limit duration and fist clenching action parameters based on the hand fist clenching action data;

[0043] Game setting module: setting a plurality of groups of training game levels, and dividing the training duration of each group of training game levels based on the first fist clenching limit duration;

[0044] Challenge level setting module: setting a challenge level for a training game, and setting a challenge duration for the challenge level based on the second fist clenching limit duration;

[0045] Threshold setting module: setting a training target threshold in each training game level in the plurality of training game levels based on the fist-clenching action parameter;

[0046] Detection module: based on the training results of each set of training game levels, obtain the patient's training pass rate, and determine whether the training pass rate is greater than 90%. If not, repeat the rehabilitation training game; if so, complete the rehabilitation training.

[0047] The present invention provides a rehabilitation training method and device based on somatosensory games, which obtains the patient's hand fisting action data, sets corresponding training game levels, and controls the patient's rehabilitation training progress by real-time detection of the patient's grip strength data. The challenge levels are set to increase the patient's enthusiasm for the rehabilitation training game, and at the same time, the patient's hand movements are strengthened in time, thereby improving the patient's hand rehabilitation training effect, improving the reliability of the rehabilitation training game, and improving the patient's hand rehabilitation training effect. BRIEF DESCRIPTION OF THE DRAWINGS

[0048] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.

[0049] Figure 1 is a flow chart of a rehabilitation training method based on somatosensory games in an embodiment of the present invention;

[0050] Figure 2 is a schematic diagram of the structure of a somatosensory handle in an embodiment of the present invention;

[0051] Figure 3 is a schematic diagram of the internal structure of the somatosensory handle in an embodiment of the present invention;

[0052] Figure 4 Schematic diagram of a rehabilitation training device based on somatosensory games in an embodiment of the present invention. DETAILED DESCRIPTION

[0053] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.

[0054] Figure 1 A flowchart of a rehabilitation training method based on a somatosensory game in an embodiment of the present invention is shown, and the training method includes:

[0055] S11: Guide the patient to maintain a fist-clenching action based on the game operation instructions, and obtain the patient's hand fist-clenching action data in combination with the somatosensory handle.

[0056] Specifically, Figure 2 FIG. 1 shows a schematic diagram of the structure of a somatosensory handle in an embodiment of the present invention. Figure 3 The schematic diagram of the internal structure of the somatosensory handle in the embodiment of the present invention is shown. The somatosensory handle comprises a ball-type handle body 1 and a support plate 11 arranged inside the ball-type handle body 1. The ball-type handle body 1 is a hollow structure inside, and the hollow structure can meet the patient's hand holding operation. The support plate 11 is provided with a pressure sensor 2. When the patient holds the ball-type handle body 1, the holding pressure of the patient's fisting action can be obtained based on the pressure sensor 2.

[0057] Specifically, guiding the patient to maintain a fist-clenching action based on the game operation guide, and acquiring the patient's hand fist-clenching action data in combination with a somatosensory handle includes:

[0058] Based on the game operation prompt, the patient is guided to hold the somatosensory handle, and to squeeze the somatosensory handle by making a fist, the game screen is displayed on the display device, and the patient is guided to make a fist on the somatosensory handle through the game operation guidance prompt.

[0059] The grip strength data of the patient's fist-making action is obtained through the pressure sensor 2 inside the somatosensory handle. When the patient holds the somatosensory handle to make a fist, the pressure sensor 2 inside the ball-type handle body 1 obtains the patient's hand grip strength change state based on the patient's hand squeezing the ball-type handle body 1.

[0060] S12: Extracting the patient's first fist clenching limit duration, second fist clenching limit duration and fist clenching movement parameters based on the hand fist clenching movement data.

[0061] Specifically, the initial time when the ball handle body is deformed is obtained according to the pressure sensor 2 inside the somatosensory handle, and the fist-clenching action data of the patient during the fist-clenching action is recorded.

[0062] Specifically, the step of extracting the first fist clenching limit duration of the patient based on the hand fist clenching action data includes:

[0063] The patient's grip strength data is detected in real time based on the pressure sensor 2 inside the somatosensory handle. The patient's grip strength data when maintaining a fist is measured in real time based on the pressure sensor 2 inside the somatosensory handle. Based on the grip strength change amplitude of the patient's real-time fist-clenching action and the patient's actual grip strength change, a detection threshold for the patient's grip stability state is set. In this embodiment, the detection threshold for the grip stability state is set to 5N, that is, if the grip strength change amplitude of the patient maintaining a fist is within 5N, it can be determined that the patient maintains a fist state. When the patient's grip strength decreases by much more than 5N, it is marked as a sudden decrease in the patient's grip strength data.

[0064] Furthermore, when the patient's hands are relaxed, the pressure sensor 2 inside the somatosensory handle can reduce the decrease in the patient's grip strength, resulting in a sudden decrease in the amplitude of the patient's real-time grip strength change.

[0065] Specifically, the initial time when the patient maintains a stable grip in a clenched fist state and the first mutation time when the patient's grip strength data undergoes a first downward mutation are marked according to the changes in the patient's grip strength data; the patient's first maximum fist clenching duration is obtained based on the first mutation time and the initial time; and the patient's first maximum fist clenching duration is obtained by calculating the difference between the first mutation time and the initial time.

[0066] Specifically, the step of extracting the second fist clenching limit duration of the patient based on the hand fist clenching action data includes:

[0067] The second mutation time of the second downward mutation of the patient's grip strength data is marked according to the change of the patient's grip strength data. When the first downward mutation of the patient's grip strength data is detected, the patient is guided to hold the somatosensory handle again and keep the fist state by prompting on the game screen and sound effects.

[0068] Furthermore, based on the patient's grip strength data obtained by real-time detection, when the grip strength data shows the first sudden drop, the patient is guided to tighten the somatosensory handle again through game screen and sound prompts, and the patient's real-time grip strength data is obtained based on the pressure sensor 2 inside the somatosensory handle, and it is determined based on the real-time grip strength data that the patient is in a fist-keeping state again.

[0069] Specifically, according to the grip strength data of the patient when he / she is in the clenched fist state again, the time when the grip strength data shows a second downward mutation is obtained, that is, the second mutation time of the grip strength data is obtained, and the second fist clenching limit duration of the patient is obtained based on the second mutation time and the initial time.

[0070] Specifically, the extracting of the patient's fist-clenching motion parameters based on the hand fist-clenching motion data includes:

[0071] The first response time of the patient completing the fist-making action for the first time is obtained according to the feedback data of the pressure sensor 2 inside the somatosensory handle, the change of the patient's hand grip strength data is obtained through the pressure sensor 2 inside the somatosensory handle, and the time when the fist-making prompt information appears on the game screen is set as the first starting time. The real-time change status of the grip strength is obtained based on the pressure sensor 2 inside the somatosensory handle, and the turning point time when the grip strength switches from the rising stage to the stable stage is recorded, and the turning point time is set as the first end time. The first response time is obtained by comparing the difference between the first end time and the first starting time.

[0072] The second response time for the patient to resume the clenched fist state after the first sudden drop in the grip strength data is obtained according to the feedback data from the pressure sensor 2 inside the somatosensory handle, the time point when the grip strength data undergoes the first sudden drop is taken as the second starting time, the time point when the patient is in a stable fist state again is obtained based on the pressure sensor 2 inside the somatosensory handle, and the time point is set as the second end time, and the second response time is obtained based on the difference between the second end time and the second starting time.

[0073] Specifically, the difference in grip strength between the first time the patient maintains a fist and the second time the patient maintains a fist is obtained based on the feedback data from the pressure sensor 2 inside the somatosensory handle; when the patient enters a stable fist state for the first time, the first average grip strength of the patient in the first stable fist state is obtained through the pressure sensor 2 inside the somatosensory handle; after the patient's grip strength data suddenly decreases for the first time, the second average grip strength of the patient in the second stable fist state is obtained through the pressure sensor 2 inside the somatosensory handle; the difference in grip strength between the first time the patient maintains a fist and the second time the patient maintains a fist is calculated based on the first average grip strength and the second average grip strength, thereby obtaining the change in grip strength of the patient when maintaining a fist in a short period of time.

[0074] Furthermore, in this embodiment, the training game is set as a milking action game, which guides the patient to hold the somatosensory handle tightly and keep it in a gripped state to swing up and down to simulate the action of milking, obtains the change of the patient's hand grip data according to the somatosensory handle, adjusts the milking rate and the milking flow rate in the game screen, and improves the patient's gaming experience through pictures and sound effects, thereby improving the patient's training experience of hand rehabilitation training and improving the training effect of the patient's hand rehabilitation training.

[0075] S13: setting a plurality of groups of training game levels, and dividing the training duration of each group of training game levels based on the first fist-clenching limit duration.

[0076] The calculation formula for the training duration of each set of training game levels is:

[0077] T m =(m-1)*(γ-0.5)T 1 / (n-1)+0.5T 1 , (1<m≤n);

[0078] T m =0.5T 1 , (m=1);

[0079] Among them, T m is the training time of the mth training game level, T 1 is the maximum duration of the first fist, n is the number of training game levels, m is a constant, γ is the training coefficient, γ>1.

[0080] Specifically, the training coefficient of the rehabilitation training is set according to the patient's hand movement. In the present embodiment, the training coefficient γ is set to 1.2, that is, the patient performs hand movement rehabilitation training under the guidance of the game during the rehabilitation training game, and the target of the training exercise is set to 1.2 times the patient's current hand movement state, so that the patient's hand movement is well improved.

[0081] Specifically, the first maximum fist-clenching duration of the patient's hand is obtained through the game operation instructions, the game training duration of the first group of training games is set to half of the first maximum fist-clenching duration, and the training duration of each group of training games is adjusted in turn, so that the patient can gradually improve his hand fist-clenching ability during multiple groups of training games, thereby achieving the effect of rehabilitation training.

[0082] Specifically, in this embodiment, the rehabilitation training game is set as a "milk factory", and the patient is guided to simulate the operation process of milking, so that the patient can continuously clench and release the fist. The several groups of training levels can be divided into simple, difficult and master difficulties according to the difficulty of training. The simple difficulty training level is set as mirror training, based on the somatosensory handle to detect the movement of the patient's healthy hand, the movement of the healthy hand is displayed on the display screen, and the simulated movement of the healthy hand is displayed at the position of the display screen corresponding to the patient's affected hand, so that the patient can train the affected hand according to the guidance of the simulated movement on the display screen, so as to achieve adaptive training of the patient's affected hand.

[0083] Furthermore, based on the mirror training, the reliability of the patient's affected hand movements is improved. When the patient's affected hand can initially complete continuous fist clenching and relaxation control, the pressure sensor 2 of the somatosensory handle obtains the fist clenching data of the patient's affected hand, and the game parameters of the rehabilitation training game are adjusted in real time according to the fist clenching data of the patient's affected hand to ensure that the patient has a good rehabilitation training effect.

[0084] Furthermore, the rehabilitation training game based on the "Milk Factory" can improve the flexibility of patients' hand activities, and the hand operation training of the rehabilitation training game can be applied to real-life work skills, making it easier for patients to transfer the hand skills trained during the game to their daily life and work.

[0085] S14: Setting a challenge level of the training game, and setting a challenge duration of the challenge level based on the second fist-clenching limit duration.

[0086] Training game challenge levels are set in several groups of training games, and the rehabilitation training effect of the patient can be tested based on the challenge levels.

[0087] Specifically, the step of setting a challenge level of the training game and setting the challenge duration of the challenge level based on the second fist clenching limit duration includes:

[0088] The initial grip strength maintenance time of the patient is calculated based on the first mutation time and the second mutation time, the initial grip strength maintenance time is set as the trigger threshold of the challenge level, and the training game challenge level is started based on the trigger threshold.

[0089] Specifically, the game duration of each group of training games is compared with the first fist-clenching limit duration, and the triggering threshold of the challenge level corresponding to each group of training games is adjusted according to the comparison result and the initial grip maintenance duration.

[0090] The adjustment formula is:

[0091] T m ′=(1+T m / T 1 )*T k , (1<m≤n);

[0092] Among them, T m ′ is the trigger threshold of the challenge level of the mth group of training games, T m is the training time of the mth training game level, T 1 is the maximum duration of the first fist, n is the number of training game levels, and m is a constant.

[0093] Furthermore, according to the training duration of each group of training games, the triggering threshold of each corresponding challenge level is adjusted, so that the hand rehabilitation training adjustment of each group of training games for the patient can adapt to the actual rehabilitation training requirements of the patient.

[0094] Specifically, setting the initial grip holding time as the trigger threshold of the challenge level, and starting the challenge level of the training game based on the trigger threshold includes:

[0095] Detecting the patient's real-time grip strength data in each set of training game levels, and recording the fist-clenching duration after the first drop mutation of the real-time grip strength data occurs, to obtain the patient's real-time grip strength maintenance duration;

[0096] The real-time grip strength maintenance time is compared with the trigger threshold. If the real-time grip strength maintenance time is greater than the trigger threshold, the training game challenge level is started. Based on the patient's real-time grip strength maintenance time, it is judged whether the patient has achieved the expected rehabilitation training effect. The grip strength maintenance time of the patient when continuously performing fisting operations is used as an indicator of the effectiveness of the patient's rehabilitation training, so as to improve the reliability of the patient's rehabilitation training.

[0097] Based on the challenge levels, the interest of patients in rehabilitation training can be increased, and at the same time, the hand grip training effect of patients can be enhanced, effectively improving the enthusiasm of patients in rehabilitation training.

[0098] S15: Setting a training target threshold in each training game level in the plurality of groups of training game levels based on the fist-clenching action parameters.

[0099] Specifically, the step of setting a training target threshold in each of the plurality of training game levels based on the fist-clenching action parameters includes:

[0100] The setting formula of the training target threshold is:

[0101] θ i =[(m-1)γ / (n-1)]*d i , (1<m≤n);

[0102] Among them, θ i is the training target threshold corresponding to the first i action parameter, m is a constant, n is the number of training game levels, γ is the training coefficient, d i is the i-th action parameter in the fist-clenching action parameter.

[0103] Furthermore, the fist-clenching action parameters of the patient in the training game are recorded in each group of training game levels, and the fist-clenching action parameters include grip parameters such as the first response time, the second response time, the grip strength peak value, and the amplitude of change in the stable grip strength state. According to the set training coefficient, the training target threshold of each grip strength parameter is set, and the real-time detection value of each action parameter is compared with the corresponding training target threshold. If the real-time detection value of the action parameter meets the requirement of the corresponding training target threshold, the action parameter is set to the qualified training state. If the real-time detection value of the action parameter fails to meet the requirement of the corresponding training target threshold, the action parameter is set to maintain the training state.

[0104] Furthermore, when the qualified status ratio of all action parameters of the training game level in any group reaches 95%, the training result of the training game level is set to be in a qualified status.

[0105] S16: Obtain the patient's training pass rate based on the training results of each set of training game levels, and determine whether the training pass rate is greater than 90%. If not, repeat the rehabilitation training game. If so, complete the rehabilitation training.

[0106] Specifically, obtaining training fist-clenching action parameters of the patient in each set of training game levels, comparing the training fist-clenching action parameters with the training target threshold of the training game level, marking the training game level as a qualified state based on the detection threshold, or marking the training game level as an unqualified state based on the detection threshold;

[0107] Calculating the training pass rate of the patient based on several groups of training game levels; if the training pass rate is less than 90%, extracting the fist-clenching action training data of the training game levels in an unqualified state; reconstructing the training game levels based on the fist-clenching action training data; and repeating the training based on the reconstructed training game levels;

[0108] If the training pass rate is greater than 90%, the rehabilitation training is completed.

[0109] The embodiment of the present invention provides a rehabilitation training method based on somatosensory games, which obtains the patient's hand fisting movement data, sets corresponding training game levels, and controls the patient's rehabilitation training progress by real-time detection of the patient's grip strength data. The challenge levels are set to increase the patient's enthusiasm for the rehabilitation training game, and at the same time, the patient's hand movements are strengthened in a timely manner, thereby improving the patient's hand rehabilitation training effect, improving the reliability of the rehabilitation training game, and improving the patient's hand rehabilitation training effect.

[0110] Embodiment 2:

[0111] Figure 4 A schematic diagram of a rehabilitation training device based on a somatosensory game in an embodiment of the present invention is shown, and the training device includes:

[0112] Data collection module 10: guides the patient to maintain a fist-clenching action based on the game operation instructions, and obtains the patient's hand fist-clenching action data in combination with the somatosensory handle.

[0113] Based on the game operation prompt, the patient is guided to hold the somatosensory handle, and to squeeze the somatosensory handle by making a fist, the game screen is displayed on the display device, and the patient is guided to make a fist on the somatosensory handle through the game operation guidance prompt.

[0114] The grip strength data of the patient's fist-making action is obtained through the pressure sensor inside the somatosensory handle. When the patient holds the somatosensory handle to make a fist, the patient's hand grip strength change state is obtained through the pressure sensor inside the ball-type handle body based on the patient's hand squeezing the ball-type handle body.

[0115] Data processing module 20: extracting the patient's first fist-clenching limit duration, second fist-clenching limit duration and fist-clenching movement parameters based on the hand fist-clenching movement data.

[0116] Specifically, the initial time when the spherical handle body is deformed is acquired according to the pressure sensor inside the somatosensory handle, and the fist-clenching action data of the patient during the fist-clenching action is recorded.

[0117] Specifically, the step of extracting the first fist clenching limit duration of the patient based on the hand fist clenching action data includes:

[0118] The patient's grip strength data is detected in real time according to the pressure sensor inside the somatosensory handle. The patient's grip strength data when maintaining a fist is measured in real time based on the pressure sensor inside the somatosensory handle. Based on the grip strength change amplitude of the patient's real-time fist-clenching action and the patient's actual grip strength change, a detection threshold for the patient's grip stability state is set. In this embodiment, the detection threshold for the grip stability state is set to 5N, that is, if the grip strength change amplitude of the patient maintaining a fist is within 5N, it can be determined that the patient maintains a fist state. When the patient's grip strength decreases by much more than 5N, it is marked as a sudden decrease in the patient's grip strength data.

[0119] Furthermore, when the patient's hands are relaxed, the pressure sensor inside the somatosensory handle can reduce the decrease in the patient's grip strength, resulting in a sudden decrease in the amplitude of the patient's real-time grip strength change.

[0120] Specifically, the initial time when the patient maintains a stable grip in a clenched fist state and the first mutation time when the patient's grip strength data undergoes a first downward mutation are marked according to the changes in the patient's grip strength data; the patient's first maximum fist clenching duration is obtained based on the first mutation time and the initial time; and the patient's first maximum fist clenching duration is obtained by calculating the difference between the first mutation time and the initial time.

[0121] Specifically, the step of extracting the second fist clenching limit duration of the patient based on the hand fist clenching action data includes:

[0122] The second mutation time of the second downward mutation of the patient's grip strength data is marked according to the change of the patient's grip strength data. When the first downward mutation of the patient's grip strength data is detected, the patient is guided to hold the somatosensory handle again and keep the fist state by prompting on the game screen and sound effects.

[0123] Furthermore, based on the patient's grip strength data obtained by real-time detection, when the grip strength data shows the first sudden drop, the patient is guided to tighten the somatosensory handle again through game screen and sound prompts, and the patient's real-time grip strength data is obtained based on the pressure sensor inside the somatosensory handle, and based on the real-time grip strength data, it is determined that the patient is in a fist-keeping state again.

[0124] Specifically, according to the grip strength data of the patient when he / she is in the clenched fist state again, the time when the grip strength data shows a second downward mutation is obtained, that is, the second mutation time of the grip strength data is obtained, and the second fist clenching limit duration of the patient is obtained based on the second mutation time and the initial time.

[0125] Specifically, the extracting of the patient's fist-clenching motion parameters based on the hand fist-clenching motion data includes:

[0126] The first response time of the patient completing the fist-making action for the first time is obtained according to the feedback data of the pressure sensor inside the somatosensory handle, the change of the patient's hand grip strength data is obtained through the pressure sensor inside the somatosensory handle, the time when the fist-making prompt information appears on the game screen is set as the first starting time, the real-time change status of the grip strength is obtained based on the pressure sensor inside the somatosensory handle, the turning point time when the grip strength switches from the rising stage to the stable stage is recorded, and the turning point time is set as the first end time, and the first response time is obtained by comparing the difference between the first end time and the first starting time.

[0127] The second response time for the patient to resume the clenched fist state after the first sudden decrease in the grip strength data is obtained according to the feedback data from the pressure sensor inside the somatosensory handle, the time point when the grip strength data undergoes the first sudden decrease is taken as the second starting time, the time point when the patient is in a stable fist state again is obtained based on the pressure sensor inside the somatosensory handle, and the time point is set as the second end time, and the second response time is obtained based on the difference between the second end time and the second starting time.

[0128] Specifically, the difference in grip strength between the first time the patient maintains a fist and the second time the patient maintains a fist is obtained based on feedback data from the pressure sensor inside the somatosensory handle; when the patient enters a stable fist state for the first time, the first average grip strength of the patient in the first stable fist state is obtained through the pressure sensor inside the somatosensory handle; after the patient's grip strength data suddenly decreases for the first time, the second average grip strength of the patient in the second stable fist state is obtained through the pressure sensor inside the somatosensory handle; the difference in grip strength between the first time the patient maintains a fist and the second time the patient maintains a fist is calculated based on the first average grip strength and the second average grip strength, thereby obtaining the change in grip strength of the patient when maintaining a fist in a short period of time.

[0129] Furthermore, in this embodiment, the training game is set as a milking action game, which guides the patient to hold the somatosensory handle tightly and keep it in a gripped state to swing up and down to simulate the action of milking, obtains the change of the patient's hand grip data according to the somatosensory handle, adjusts the milking rate and the milking flow rate in the game screen, and improves the patient's gaming experience through pictures and sound effects, thereby improving the patient's training experience of hand rehabilitation training and improving the training effect of the patient's hand rehabilitation training.

[0130] Game setting module 30: setting a plurality of groups of training game levels, and dividing the training duration of each group of training game levels based on the first fist-clenching limit duration.

[0131] The calculation formula for the training duration of each set of training game levels is:

[0132] T m =(m-1)*(γ-0.5)T 1 / (n-1)+0.5T 1 , (1<m≤n);

[0133] T m =0.5T 1 , (m=1);

[0134] Among them, T m is the training time of the mth training game level, T 1 is the maximum duration of the first fist, n is the number of training game levels, m is a constant, γ is the training coefficient, γ>1.

[0135] Specifically, the training coefficient of the rehabilitation training is set according to the patient's hand movement. In the present embodiment, the training coefficient γ is set to 1.2, that is, the patient performs hand movement rehabilitation training under the guidance of the game during the rehabilitation training game, and the target of the training exercise is set to 1.2 times the patient's current hand movement state, so that the patient's hand movement is well improved.

[0136] Specifically, the first maximum fist-clenching duration of the patient's hand is obtained through the game operation instructions, the game training duration of the first group of training games is set to half of the first maximum fist-clenching duration, and the training duration of each group of training games is adjusted in turn, so that the patient can gradually improve his hand fist-clenching ability during multiple groups of training games, thereby achieving the effect of rehabilitation training.

[0137] The challenge level setting module 40 is used to set the challenge level of the training game, and to set the challenge duration of the challenge level based on the second fist-clenching limit duration.

[0138] Training game challenge levels are set in several groups of training games, and the rehabilitation training effect of the patient can be tested based on the challenge levels.

[0139] Specifically, the step of setting a challenge level of the training game and setting the challenge duration of the challenge level based on the second fist clenching limit duration includes:

[0140] The initial grip strength maintenance time of the patient is calculated based on the first mutation time and the second mutation time, the initial grip strength maintenance time is set as the trigger threshold of the challenge level, and the training game challenge level is started based on the trigger threshold.

[0141] Specifically, the game duration of each group of training games is compared with the first fist-clenching limit duration, and the triggering threshold of the challenge level corresponding to each group of training games is adjusted according to the comparison result and the initial grip maintenance duration.

[0142] The adjustment formula is:

[0143] T m ′=(1+T m / T 1 )*T k , (1<m≤n);

[0144] Among them, T m ′ is the triggering threshold of the challenge level of the mth group of training games, T m is the training time of the mth training game level, T 1 is the maximum duration of the first fist, n is the number of training game levels, and m is a constant.

[0145] Furthermore, according to the training duration of each group of training games, the trigger threshold of each corresponding challenge level is adjusted, so that the hand rehabilitation training adjustment of each group of training games for the patient can adapt to the actual rehabilitation training requirements of the patient.

[0146] Specifically, setting the initial grip holding time as the trigger threshold of the challenge level, and starting the challenge level of the training game based on the trigger threshold includes:

[0147] Detecting the patient's real-time grip strength data in each set of training game levels, and recording the fist-clenching duration after the first drop mutation of the real-time grip strength data occurs, to obtain the patient's real-time grip strength maintenance duration;

[0148] The real-time grip strength maintenance time is compared with the trigger threshold. If the real-time grip strength maintenance time is greater than the trigger threshold, the training game challenge level is started. Based on the patient's real-time grip strength maintenance time, it is judged whether the patient has achieved the expected rehabilitation training effect. The grip strength maintenance time of the patient when continuously performing fisting operations is used as an indicator of the effectiveness of the patient's rehabilitation training, so as to improve the reliability of the patient's rehabilitation training.

[0149] Based on the challenge levels, the interest of patients in rehabilitation training can be increased, and at the same time, the hand grip training effect of patients can be enhanced, effectively improving the enthusiasm of patients in rehabilitation training.

[0150] The threshold setting module 50 is configured to set a training target threshold in each training game level in the plurality of training game levels based on the fist-clenching action parameters.

[0151] The setting formula of the training target threshold is:

[0152] θ i =[(m-1)γ / (n-1)]*d i , (1<m≤n);

[0153] Among them, θ i is the training target threshold corresponding to the first i action parameter, m is a constant, n is the number of training game levels, γ is the training coefficient, d i is the i-th action parameter in the fist-clenching action parameter.

[0154] Furthermore, the fist-clenching action parameters of the patient in the training game are recorded in each group of training game levels, and the fist-clenching action parameters include grip parameters such as the first response time, the second response time, the grip strength peak value, and the amplitude of change in the stable grip strength state. According to the set training coefficient, the training target threshold of each grip strength parameter is set, and the real-time detection value of each action parameter is compared with the corresponding training target threshold. If the real-time detection value of the action parameter meets the requirement of the corresponding training target threshold, the action parameter is set to the qualified training state. If the real-time detection value of the action parameter fails to meet the requirement of the corresponding training target threshold, the action parameter is set to maintain the training state.

[0155] Furthermore, when the qualified status ratio of all action parameters of the training game level in any group reaches 95%, the training result of the training game level is set to be in a qualified status.

[0156] Detection module 60: Obtain the patient's training pass rate based on the training results of each set of training game levels, and determine whether the training pass rate is greater than 90%. If not, repeat the rehabilitation training game; if so, complete the rehabilitation training.

[0157] Specifically, obtaining training fist-clenching action parameters of the patient in each set of training game levels, comparing the training fist-clenching action parameters with the training target threshold of the training game level, marking the training game level as a qualified state based on the detection threshold, or marking the training game level as an unqualified state based on the detection threshold;

[0158] Calculating the training pass rate of the patient based on several groups of training game levels; if the training pass rate is less than 90%, extracting the fist-clenching action training data of the training game levels in an unqualified state; reconstructing the training game levels based on the fist-clenching action training data; and repeating the training based on the reconstructed training game levels;

[0159] If the training pass rate is greater than 90%, the rehabilitation training is completed.

[0160] A person skilled in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.

[0161] In addition, the above provides a detailed introduction to the embodiments of the present invention. Specific examples are used herein to illustrate the principles and implementation methods of the present invention. The description of the above embodiments is only used to help understand the method of the present invention and its core idea. At the same time, for those skilled in the art, according to the idea of ​​the present invention, there will be changes in the specific implementation methods and application scopes. In summary, the content of this specification should not be understood as a limitation on the present invention.

Claims

1. A rehabilitation training method based on somatosensory games, characterized in that: The training method comprises: Based on the game operation instructions, the patient is guided to maintain the fist-clenching action, and the patient's hand fist-clenching action data is obtained in combination with the somatosensory handle; Extracting the patient's first fist clenching limit duration, second fist clenching limit duration and fist clenching movement parameters based on the hand fist clenching movement data; Setting a plurality of groups of training game levels, and dividing the training duration of each group of training game levels based on the first fist-clenching limit duration; Setting a challenge level for the training game, and setting the challenge duration of the challenge level based on the second fist-clenching limit duration; Setting a training target threshold in each training game level in the plurality of sets of training game levels based on the fist-clenching action parameter; Obtaining the patient's training pass rate based on the training results of each set of training game levels, and determining whether the training pass rate is greater than 90%. If not, repeating the rehabilitation training game; if yes, completing the rehabilitation training; The step of extracting the first fist clenching limit duration of the patient based on the hand fist clenching action data comprises: Detecting the grip strength data of the patient in real time according to the pressure sensor inside the somatosensory handle; According to the change of the patient's grip strength data, mark the initial time when the patient maintains a stable grip strength in the fist-clenching state, and the first mutation time when the patient's grip strength data undergoes the first downward mutation; Obtaining a first fist clenching limit duration of the patient based on the first mutation time and the initial time; The step of extracting the second fist clenching limit duration of the patient based on the hand fist clenching action data comprises: Marking the second mutation time when the patient's grip strength data has a second downward mutation according to the change of the patient's grip strength data; The second fist clenching limit duration of the patient is obtained based on the second mutation time and the initial time.

2. The rehabilitation training method based on somatosensory games according to claim 1, characterized in that: The method of guiding the patient to maintain a fist-clenching action based on the game operation guide and obtaining the patient's hand fist-clenching action data in combination with the somatosensory handle includes: Based on the game operation prompts, guide the patient to hold the somatosensory handle and operate it by making a fist; The grip strength data of the patient's fist-clenching action is obtained through the pressure sensor inside the somatosensory handle.

3. The rehabilitation training method based on somatosensory games according to claim 1, characterized in that: The step of extracting the patient's fist-clenching motion parameters based on the hand fist-clenching motion data comprises: The first response time of the patient completing the fist-making action for the first time is obtained according to the feedback data of the pressure sensor inside the somatosensory handle; According to the feedback data of the pressure sensor inside the somatosensory handle, the second response time of the patient to restore the fisting state after the first sudden decrease in the grip strength data is obtained; The difference in grip strength between the patient's first fist-clenching state and the patient's second fist-clenching state is obtained according to feedback data from the pressure sensor inside the somatosensory handle.

4. The rehabilitation training method based on somatosensory games according to claim 1, characterized in that: The step of setting a plurality of groups of training game levels and dividing the training duration of each group of training game levels based on the first fist clenching limit duration includes: The calculation formula for the training duration of each set of training game levels is: T m =(m-1)*(γ-0.5)T1 / (n-1)+0.5T1, (1<m≤n); T m =0.5T1,(m=1); Among them, t m is the training duration of the mth training game level, T1 is the first fist limit duration, n is the number of training game levels, m is a constant, γ is the training coefficient, γ>1.

5. The rehabilitation training method based on somatosensory games as claimed in claim 3, characterized in that: The step of setting a challenge level of the training game and setting the challenge duration of the challenge level based on the second fist clenching limit duration includes: Calculating the initial grip strength maintenance time of the patient based on the first mutation time and the second mutation time; The initial grip holding time is set as a trigger threshold of the challenge level, and the training game challenge level is started based on the trigger threshold.

6. The rehabilitation training method based on somatosensory games according to claim 5, characterized in that: The step of setting the initial grip holding time as the triggering threshold of the challenge level, and starting the challenge level of the training game based on the triggering threshold comprises: Detecting the patient's real-time grip strength data in each set of training game levels, and recording the fist-clenching duration after the first drop mutation of the real-time grip strength data occurs, to obtain the patient's real-time grip strength maintenance duration; The real-time grip strength maintenance time is compared with the trigger threshold, and if the real-time grip strength maintenance time is greater than the trigger threshold, the training game challenge level is started.

7. The rehabilitation training method based on somatosensory games according to claim 1, characterized in that: The step of setting a training target threshold in each training game level in the plurality of training game levels based on the fist-clenching action parameter comprises: The setting formula of the training target threshold is: θ=[(m-1)γ / (n-1)]*d i ,(1<m≤n); Among them, θ is the training target threshold, m is a constant, n is the number of training game levels, γ is the training coefficient, and d i is the i-th action parameter in the fist-clenching action parameter.

8. A rehabilitation training device based on somatosensory games, characterized in that: The training device comprises: Data collection module: guides the patient to maintain a fist-clenching action based on the game operation instructions, and obtains the patient's hand fist-clenching action data in combination with the somatosensory handle; Data processing module: extracting the patient's first fist clenching limit duration, second fist clenching limit duration and fist clenching action parameters based on the hand fist clenching action data; The step of extracting the first fist clenching limit duration of the patient based on the hand fist clenching action data comprises: Detecting the grip strength data of the patient in real time according to the pressure sensor inside the somatosensory handle; According to the change of the patient's grip strength data, mark the initial time when the patient maintains a stable grip strength in the fist-clenching state, and the first mutation time when the patient's grip strength data undergoes the first downward mutation; Obtaining a first fist clenching limit duration of the patient based on the first mutation time and the initial time; The step of extracting the second fist clenching limit duration of the patient based on the hand fist clenching action data comprises: Marking the second mutation time when the patient's grip strength data has a second downward mutation according to the change of the patient's grip strength data; Obtaining a second fist clenching limit duration of the patient based on the second mutation time and the initial time; Game setting module: setting a plurality of groups of training game levels, and dividing the training duration of each group of training game levels based on the first fist clenching limit duration; Challenge level setting module: setting a challenge level for a training game, and setting a challenge duration for the challenge level based on the second fist clenching limit duration; Threshold setting module: setting a training target threshold in each training game level in the plurality of training game levels based on the fist-clenching action parameter; Detection module: based on the training results of each set of training game levels, obtain the patient's training pass rate, and determine whether the training pass rate is greater than 90%. If not, repeat the rehabilitation training game; if so, complete the rehabilitation training.

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