Improving patient rehabilitation performance in exercise games using collaborative filtering approach
Background Virtual reality is utilised in exergames to help patients with disabilities improve on the movement of their limbs. Exergame settings, such as the game difficulty, play important roles in the rehabilitation outcome. Similarly, suboptimal exergames’ settings may adversely affect the accura...
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doaj-51cc14ae0ccf4aa8a91ad67e75f5d01f2021-07-16T15:05:07ZengPeerJ Inc.PeerJ Computer Science2376-59922021-07-017e59910.7717/peerj-cs.599Improving patient rehabilitation performance in exercise games using collaborative filtering approachWaidah Ismail0Ismail Ahmed Al-Qasem Al-Hadi1Crina Grosan2Rimuljo Hendradi3Faculty of Science and Technology, Universiti Sains Islam Malaysia, Nilai, Negeri Sembilan, MalaysiaFaculty of Science and Technology, Universiti Sains Islam Malaysia, Nilai, Negeri Sembilan, MalaysiaDepartment of Computer Science, Brunel University, London, United KingdomInformation System Study Program, Faculty of Science and Technology, Universitas Airlangga, Indonesia Kampus C, Surabaya, IndonesiaBackground Virtual reality is utilised in exergames to help patients with disabilities improve on the movement of their limbs. Exergame settings, such as the game difficulty, play important roles in the rehabilitation outcome. Similarly, suboptimal exergames’ settings may adversely affect the accuracy of the results obtained. As such, the improvement in patients’ movement performances falls below the desired expectations. In this paper, a recommender system is incorporated to suggest the most preferred movement setting for each patient, based on the movement history of the patient. Method The proposed recommender system (ResComS) suggests the most suitable setting necessary to optimally improve patients’ rehabilitation performances. In the course of developing the recommender system, three methods are proposed and compared: ReComS (K-nearest neighbours and collaborative filtering algorithms), ReComS+ (k-means, K-nearest neighbours, and collaborative filtering algorithms) and ReComS++ (bacterial foraging optimisation, k-means, K-nearest neighbours, and collaborative filtering algorithms). The experimental datasets are collected using the Medical Interactive Recovery Assistant (MIRA) software platform. Result Experimental results, validated by the patients’ exergame performances, reveal that the ReComS++ approach predicts the best exergame settings for patients with 85.76% accuracy.https://peerj.com/articles/cs-599.pdfCollaborative filteringExercise gamesRehabilitation |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Waidah Ismail Ismail Ahmed Al-Qasem Al-Hadi Crina Grosan Rimuljo Hendradi |
spellingShingle |
Waidah Ismail Ismail Ahmed Al-Qasem Al-Hadi Crina Grosan Rimuljo Hendradi Improving patient rehabilitation performance in exercise games using collaborative filtering approach PeerJ Computer Science Collaborative filtering Exercise games Rehabilitation |
author_facet |
Waidah Ismail Ismail Ahmed Al-Qasem Al-Hadi Crina Grosan Rimuljo Hendradi |
author_sort |
Waidah Ismail |
title |
Improving patient rehabilitation performance in exercise games using collaborative filtering approach |
title_short |
Improving patient rehabilitation performance in exercise games using collaborative filtering approach |
title_full |
Improving patient rehabilitation performance in exercise games using collaborative filtering approach |
title_fullStr |
Improving patient rehabilitation performance in exercise games using collaborative filtering approach |
title_full_unstemmed |
Improving patient rehabilitation performance in exercise games using collaborative filtering approach |
title_sort |
improving patient rehabilitation performance in exercise games using collaborative filtering approach |
publisher |
PeerJ Inc. |
series |
PeerJ Computer Science |
issn |
2376-5992 |
publishDate |
2021-07-01 |
description |
Background Virtual reality is utilised in exergames to help patients with disabilities improve on the movement of their limbs. Exergame settings, such as the game difficulty, play important roles in the rehabilitation outcome. Similarly, suboptimal exergames’ settings may adversely affect the accuracy of the results obtained. As such, the improvement in patients’ movement performances falls below the desired expectations. In this paper, a recommender system is incorporated to suggest the most preferred movement setting for each patient, based on the movement history of the patient. Method The proposed recommender system (ResComS) suggests the most suitable setting necessary to optimally improve patients’ rehabilitation performances. In the course of developing the recommender system, three methods are proposed and compared: ReComS (K-nearest neighbours and collaborative filtering algorithms), ReComS+ (k-means, K-nearest neighbours, and collaborative filtering algorithms) and ReComS++ (bacterial foraging optimisation, k-means, K-nearest neighbours, and collaborative filtering algorithms). The experimental datasets are collected using the Medical Interactive Recovery Assistant (MIRA) software platform. Result Experimental results, validated by the patients’ exergame performances, reveal that the ReComS++ approach predicts the best exergame settings for patients with 85.76% accuracy. |
topic |
Collaborative filtering Exercise games Rehabilitation |
url |
https://peerj.com/articles/cs-599.pdf |
work_keys_str_mv |
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