Evidence map›Paper›PMID 39085281›Full record

ArticleScientific reports2024

Personalized rehabilitation approach for reaching movement using reinforcement learning.

Avishag Deborah Pelosi, Navit Roth, Tal Yehoshua, Dorit Itah, Orit Braun Benyamin, Anat Dahan

Abstract read
In one paragraph

Article in Scientific reports, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

9 citing papers in PubMed.

  1. Article
  2. Review
  3. Article
  4. Review
  5. Article
  6. Automatic therapy planning based on concept drift.Frontiers in rehabilitation sciences · 2026
    Article
  7. Review
  8. Review
  9. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Avishag Deborah PelosiMechanical Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel. Avishagp@braude.ac.il.
Navit RothMechanical Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel.
Tal YehoshuaSoftware Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel.
Dorit ItahWestern Galilee Medical Center, P.O.B. 21, 2210001, Nahariya, Israel.
Orit Braun BenyaminMechanical Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel.
Anat DahanSoftware Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Musculoskeletal disorders challenge significantly the performance of many daily life activities, thus impacting the quality of life. The efficiency of the traditional physical therapy programs is limited by ecological parameters such as intervention duration and frequency, number of caregivers, geographic accessibility, as well as by subjective factors such as patient's motivation and perseverance in training. The implementation of VR rehabilitation systems may address these limitations, but the technology still needs to be improved and clinically validated. Furthermore, current applications generally lack flexibility and personalization. A VR rehabilitation game simulation is developed, which focuses on the upper-limb movement of reaching, an essential movement involved in numerous daily life activities. Its novelty consists in the integration of a machine learning algorithm, enabling highly adaptive and patient-customized therapeutic intervention. An immersive VR system for the rehabilitation of reaching movement using a bubble popping game is proposed. In the virtual space, the patient is presented with bubbles appearing at different locations and is asked to reach the bubble with the injured limb and pop it. The implementation of a Q-learning algorithm enables the game to adjust the location of the next bubble according to the performance of the patient, represented by his kinematic characteristics. Two test cases simulate the performance of the patient during a training program of 10 days/sessions, in order to validate the effectiveness of the algorithm, demonstrated by the spatial and temporal distribution of the bubbles in each evolving scenario. The results show that the algorithm learns the patient's capabilities and successfully adapts to them, following the reward policy dictated by the therapist; moreover, the algorithm is highly responsive to kinematic features' variation, while demanding a reasonable number of iterations. A novel approach for upper limb rehabilitation is presented, making use of immersive VR and reinforcement learning. The simulation suggests that the algorithm offers adaptive capabilities and high flexibility, needed in the comprehensive personalization of a rehabilitation process. Future work will demonstrate the concept in clinical trials.

Indexed as

MovementAlgorithmsBiomechanical PhenomenaHumansMachine LearningMaleMusculoskeletal DiseasesPrecision MedicineReinforcement, PsychologyVideo GamesAdaptive rehabilitationReaching movementReinforcement learningSerious gamesVirtual reality

Identifiers

PMID39085281
PMCPMC11291482

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.