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A UK university has devised a cost-effective neuro-motor rehabilitation solution that improves range of motion and kinematic abilities of motor-impaired patients and is seeking partners either under licensing agreements or commercial agreements with technical assistance.
The UK university has developed a cost effective, easily accessible gaming solution that is beneficial in any situation where physiotherapy is used to improve kinematic ability of all motor-impaired patients. Examples would be older people with long term mobility issues, stroke patients, and patients with traumatic brain injuries (TBI) or spinal cord injuries (SCI).
Patients playing games have demonstrated a significant improvement in motor performance and increased motivation to participate compared with formal physiotherapy.
The visual representation of the trajectory of the objects increases the perception of the participant’s voluntary/involuntary upper extremity movement.
Visual feedback received during the game allows patients to relearn and improve basic skills to restore appropriate physical function such as utilising hands for timed grasp, holding, buttoning, reaching, balancing or walking. Potential developments could include postural control, gait and balance.
Data feedback regarding the performance of patients can be collected during the game and used by medical professionals to assess client progress or for further data analysis.
The software is suitable for immediate use but requires validation as a Class 1 medical device before it can be released for rehabilitation purposes.
The game might also be used as a tool for clinical studies or licensed in the health and wellbeing market for non-clinical purposes such as teaching muscle memory or to strengthen particular muscle groups for particular sports.
The university is seeking a commercial partner to bring the game to market and to develop it further either under a licensing or commercial agreement with technical assistance.
The game copies physiotherapy exercise movements for motor-impaired patients, over time the treatment effectiveness and compliance can be increased.
Participants can choose the timescales to play the game (recommend 45-60 minutes).
Multiple players can compete against each other while exercising encouraging social contact and development of socialising skills.
The game runs on standard commercial multi-channel input devices so no specialist hardware required.
Opportunities to supply to private customers, health services, or private rehabilitation clinics or could be used by inpatients before discharge and when at home.
It does not require any virtual reality headsets.
A partner would have the capabilities to commercialise the game and to develop it further either under a licensing or commercial agreement with technical assistance