  Rehabilitation robotics combined with video game technology provides a means
of assisting in the rehabilitation of patients with neuromuscular disorders by
performing various facilitation movements. The current work presents ReHabGame,
a serious game using a fusion of implemented technologies that can be easily
used by patients and therapists to assess and enhance sensorimotor performance
and also increase the activities in the daily lives of patients. The game
allows a player to control avatar movements through a Kinect Xbox, Myo armband
and rudder foot pedal, and involves a series of reach-grasp-collect tasks whose
difficulty levels are learnt by a fuzzy interface. The orientation, angular
velocity, head and spine tilts and other data generated by the player are
monitored and saved, whilst the task completion is calculated by solving an
inverse kinematics algorithm which orientates the upper limb joints of the
avatar. The different values in upper body quantities of movement provide fuzzy
input from which crisp output is determined and used to generate an appropriate
subsequent rehabilitation game level. The system can thus provide personalised,
autonomously-learnt rehabilitation programmes for patients with neuromuscular
disorders with superior predictions to guide the development of improved
clinical protocols compared to traditional theraputic activities.
