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CN-122006220-A - Artistic interaction-based children rehabilitation training system and method

CN122006220ACN 122006220 ACN122006220 ACN 122006220ACN-122006220-A

Abstract

The invention provides a children rehabilitation training system and method based on artistic interaction, comprising an artistic wearable sensing module, a scene projection and interaction module and a central processing module, wherein the artistic wearable sensing module comprises at least one flexible sensor and an artistic modeling shell coated outside the flexible sensor, the flexible sensor is used for collecting limb movement data of a user in real time, the scene projection and interaction module is used for generating and displaying a virtual artistic scene, providing an interaction course to guide the user to interact with the virtual artistic scene in real time and capture the spatial position relation of the user in the virtual artistic scene, and the central processing module is respectively connected with the artistic wearable sensing module and the scene projection and interaction module and used for adjusting the training difficulty of real-time interaction based on the limb movement data, the spatial position relation and preconfigured management interaction logic. The invention has the beneficial effects that the personalized self-adaptive rehabilitation training aiming at the children patients can be realized.

Inventors

  • LI NA
  • ZHANG KEJI

Assignees

  • 宁波城市职业技术学院

Dates

Publication Date
20260512
Application Date
20251230

Claims (10)

  1. 1. An artistic interaction-based child rehabilitation training system, comprising: The artistic wearable sensing module comprises at least one flexible sensor and an artistic modeling shell coated outside the flexible sensor, wherein the flexible sensor is used for collecting limb movement data of a user in real time; The scene projection and interaction module is used for generating and displaying a virtual artistic scene, providing an interaction course to guide a user to interact with the virtual artistic scene in real time, and capturing the spatial position relation of the user in the virtual artistic scene; the central processing module is respectively connected with the artistic wearable sensing module and the scene projection and interaction module and is used for adjusting the training difficulty of the real-time interaction based on the limb movement data, the spatial position relationship and the pre-configured management interaction logic.
  2. 2. The child rehabilitation training system according to claim 1, wherein the artistic modeling housing is in a forest animal shape, and the flexible sensor is at least two of a pressure sensor, an inertial measurement unit, and a myoelectric sensor and is embedded into an inner wall of the artistic modeling housing.
  3. 3. The child rehabilitation training system according to claim 1, wherein an action-course mapping relation for mapping standard rehabilitation actions into the interactive courses is preset in the central processing module, and the action-course mapping relation comprises that the hand grasping actions of a user correspond to picking up corresponding virtual flowers, the arm lifting actions of the user correspond to watering the virtual trees, and the stepping actions of the user correspond to advancing together with the virtual animals.
  4. 4. The child rehabilitation training system according to claim 1, wherein the central processing module comprises: The multi-source data fusion unit is used for carrying out time synchronization and coordinate fusion processing on the limb movement data from the flexible sensor and the spatial position relationship from the scene projection and interaction module to obtain fused data; the exercise efficiency evaluation unit is connected with the multi-source data fusion unit and is used for extracting predefined exercise characteristics from the fused data and comparing the exercise characteristics with standard rehabilitation actions to generate corresponding action quality scores and obstacle attribution analysis results; The self-adaptive adjusting unit is connected with the movement efficiency evaluation unit and is used for selecting and sending a corresponding training difficulty parameter adjusting instruction from a preset strategy library to the scene projection and interaction module so as to adjust the training difficulty of the real-time interaction based on the action quality score and the obstacle attribution analysis result.
  5. 5. The child rehabilitation training system according to claim 4, wherein the training difficulty parameter adjustment instructions corresponding to different obstacle attribution analysis results are defined in the preset policy base, and the training difficulty parameter adjustment instructions comprise: When the obstacle attribution analysis result is characterized by insufficient strength, the training difficulty adjusting instruction corresponds to reducing the interaction resistance of the virtual object or increasing the effective interaction area, when the obstacle attribution analysis result is characterized by poor coordination, the training difficulty adjusting instruction corresponds to reducing the moving speed of the virtual object or decomposing continuous actions to be step-by-step guided, and when the obstacle attribution analysis result is characterized by limited joint activity, the training difficulty adjusting instruction corresponds to gradually adjusting the target position of the virtual object in a safe range.
  6. 6. A child rehabilitation training method based on artistic interaction, which is applied to the child rehabilitation training system according to any one of claims 1 to 5, and comprises the following steps: Step S1, synchronously acquiring the limb movement data of a user and the spatial position relation with the virtual artistic scene through the artistic wearable sensing module and the scene projection and interaction module; s2, processing and fusing the limb movement data to identify and obtain rehabilitation actions required by a user; Step S3, driving the virtual art scene to generate the corresponding interaction course according to the preset action-course mapping relation based on the rehabilitation action required by the user so as to guide the user to interact with the virtual art scene in real time; And S4, adjusting the training difficulty of the real-time interaction based on the limb movement data, the spatial position relation and the pre-configured management interaction logic.
  7. 7. The method for rehabilitation training according to claim 6, wherein the flexible sensor employs a pressure sensor and an inertial measurement unit, and the process of processing and fusing the limb movement data in step S2 includes: a1, performing gesture calculation on motion data obtained by real-time measurement of the inertial measurement unit to obtain an articulation track of a user; A2, performing pressure distribution and center track analysis on the motion data obtained by the real-time measurement of the pressure sensor to obtain a corresponding analysis result; and step A3, carrying out weighted fusion on the joint movement track and the analysis result to obtain the rehabilitation action required by the user.
  8. 8. The method for rehabilitation training according to claim 6, wherein the step S4 comprises: Step S41, carrying out time synchronization and coordinate fusion processing on the limb movement data from the flexible sensor and the spatial position relationship from the scene projection and interaction module to obtain fused data; Step S42, extracting predefined movement characteristics from the fused data, and comparing the predefined movement characteristics with standard rehabilitation actions to generate corresponding action quality scores and obstacle attribution analysis results; Step S43, based on the action quality score and the obstacle attribution analysis result, selecting and issuing a corresponding training difficulty parameter adjustment instruction from a preset strategy library to the scene projection and interaction module to adjust the training difficulty of the real-time interaction.
  9. 9. The child rehabilitation training method according to claim 6, further comprising a safety monitoring process, wherein the safety monitoring process is: And monitoring the joint angle, the angular speed and the electromyographic signals in the limb movement data in real time, and if the joint angle, the angular speed or the electromyographic signals are detected to exceed a preset safety threshold, automatically triggering a safety intervention instruction comprising suspending a task, popping up a prompt or forcedly reducing difficulty and issuing the safety intervention instruction to the scene projection and interaction module.
  10. 10. The child rehabilitation training method according to claim 8, further comprising a rehabilitation progress tracing procedure, wherein the rehabilitation progress tracing procedure is: Continuously recording the limb movement data, the action quality scores, the obstacle attribution analysis results and the training difficulty of the application of each training period, generating an interactable artistic progress map according to time sequence, and transmitting the interactable artistic progress map to the scene projection and interaction module for visual display.

Description

Artistic interaction-based children rehabilitation training system and method Technical Field The invention relates to the technical field of medical rehabilitation equipment, in particular to a children rehabilitation training system and method based on artistic interaction. Background In the field of medical rehabilitation, functional training for children with cerebral palsy, development coordination disorder, postoperative rehabilitation and other conditions is important. However, conventional child rehabilitation training devices and techniques present significant challenges. First, in hardware design, most of the existing devices directly follow or simply shrink the design of adult rehabilitation devices, which are ice-cold in appearance, mechanized in shape, and even have obvious medical appliance characteristics. The design ignores the psychological characteristics of the child patient, easily causes anxiety, fear and contradiction emotion, causes difficult coordination at the initial stage of training, and seriously influences the intervention and the duration of treatment. Second, in the training mode, the current mainstream method relies on verbal instructions and assistance from therapists, and repetitive, monotonic operation of the patient on traditional instruments such as dumbbell, tension bands, balance pads, etc. Such training processes are tedious and difficult to motivate the child's inherent participation and persistent attention. Although some rehabilitation systems combined with simple electronic games appear in recent years, the interaction mode is often hard and entertainment is insufficient, only the scoring mechanism and the actions are hard and bound, and an integral artistic situation which can immerse the child and naturally guide the child to complete the training target cannot be constructed. Finally, at the level of intelligence and adaptability, existing systems generally lack fine data sensing and intelligent decision making capabilities. The method can not capture and analyze the kinematic and dynamic data in the training of children in real time and in multiple dimensions, and can not carry out real-time and scientific automatic adjustment on training difficulty and task targets based on the data. The training process is either fixed in strength and possibly exceeds the capacity of the child patient to cause frustration or risk, or is manually adjusted completely depending on subjective observation and experience of therapists, so that the efficiency is low and the consistency and the optimality of the intervention are difficult to ensure. Therefore, there is a need in the art for a child rehabilitation training system and method that can fundamentally improve the child training experience, seamlessly integrate the scientific rehabilitation principle into interesting interactions, and enable personalized adaptive training to solve the general dilemma of "unwilling to exercise", "persisting difficult" and "poor effect" in child rehabilitation. Disclosure of Invention The invention aims to solve the technical problem of how to realize personalized self-adaptive rehabilitation training for children patients, and provides a children rehabilitation training system based on artistic interaction in order to overcome the defects of the prior art (or related technologies). The invention provides a children rehabilitation training system based on artistic interaction, which comprises: The artistic wearable sensing module comprises at least one flexible sensor and an artistic modeling shell coated outside the flexible sensor, wherein the flexible sensor is used for collecting limb movement data of a user in real time; The scene projection and interaction module is used for generating and displaying a virtual artistic scene, providing an interaction course to guide a user to interact with the virtual artistic scene in real time, and capturing the spatial position relation of the user in the virtual artistic scene; the central processing module is respectively connected with the artistic wearable sensing module and the scene projection and interaction module and is used for adjusting the training difficulty of the real-time interaction based on the limb movement data, the spatial position relationship and the pre-configured management interaction logic. Compared with the prior art, the children rehabilitation training system based on artistic interaction has the following advantages: According to the invention, the artistic wearable sensing module, the scene projection and interaction module and the central processing module are organically combined to construct a complete immersive rehabilitation training environment, the traditional boring and mechanical rehabilitation training is converted into a guided interaction process based on a virtual artistic scene, the core pain points of the deficiency of children in participating in the rehabilitation training motivation are fundamentall