Proprioceptive Gaming: Making Finger Sensation Training Intense and Engaging with the P-Pong Game and PINKIE Robot.
Journal:
Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual International Conference
PMID:
34892649
Abstract
Proprioceptive deficits are common after a stroke and are thought to negatively impact motor learning. Despite this, there is a lack of practical robotic devices for assessing proprioception, as well as few robotic rehabilitation techniques that intensely and engagingly target proprioception. This work first presents the design of a simple robotic device, PINKIE, developed to assess and train finger proprioception. PINKIE uses low-cost actuators and sensors and is fabricated completely from 3D printed, laser cut, and off-the-shelf components. We then describe the design and testing of a gamified proprioceptive training technique, Proprioceptive-Pong (P-Pong), implemented with PINKIE. In P-Pong, players must continuously make game decisions based on sensed index and middle finger positions, as the game robotically moves their fingers instead of screen pixels to express the motion of the ball and paddle. We also report the results of a pilot study in which we investigated the effect of a short bout of P-Pong play on proprioceptive acuity, and quantified user engagement and intrinsic motivation of game play. We randomly assigned 15 unimpaired human participants to play 15 minutes of P-Pong (proprioceptive training group) or a similar but video-only version of Pong (control group). We assessed finger proprioception acuity before and after game play using the Crisscross assessment previously developed by our laboratory, engagement using the User Engagement Scale, and motivation using the Intrinsic Motivation Inventory survey. Following game play, there was a significant improvement in proprioceptive acuity (2.2 ± 2.6 SD mm, p = 0.023) in the proprioceptive training group but not the control group (0.5 ± 0.9 SD mm, p = 0.101). Participants rated P-Pong highly on all survey subscales, and as highly as visual Pong, except in the Perceived Usability and Competence subscales, a finding we discuss. To our knowledge, this work presents the first computer gaming approach for providing intense and engaging finger proprioception training, by splitting the feedback of game elements between the visual and proprioceptive senses. The pilot experiment indicates that the human sensory motor system has the ability to at least temporarily improve proprioception acuity with such game-based training.