1. Introduction
In addition to physical disabilities, cognitive impairment (CI) affects up to 70% of individuals diagnosed with Multiple Sclerosis (MS). CI typically involves specific deficits in cognitive domains rather than a uniform global decline. Patients with MS (pwMS) may experience difficulties with information processing speed, attention, learning and episodic memory, executive functions, and visuospatial skills. Cognitive impairment can emerge in the early stages of the disease, with about half of individuals reporting minimal or mild cognitive difficulties within the first few years after diagnosis. CI significantly impacts daily life and is a major cause of occupational disability and challenges in activities of daily living (ADL).
Physical rehabilitation and neurorehabilitation are crucial for managing symptoms and enhancing the quality of life (QoL) for pwMS while helping patients maintain independence and functionality. Neurorehabilitation is becoming a valuable therapeutic option for pwMS, and rehabilitative exercise is recognized as an important complementary therapy for MS, with numerous studies demonstrating its significant benefits [
1,
2], including the promotion of neuroprotective phenomena [
3].
Advanced technologies are increasingly being integrated into rehabilitation, ranging from Virtual Reality (VR) and motion capture systems to robot-assisted training, which is especially suited for more complex cases.
Virtual Reality (VR) and exergames have emerged as valuable reinforcement tools in the rehabilitative treatment of individuals with multiple sclerosis [
4]. Systematic reviews [
5] suggest that VR serves as a motivating and engaging rehabilitation method, potentially enhancing therapeutic compliance [
6]. Additionally, by allowing for the selection of different exercises and levels of complexity, VR can adapt to the wide variability in patients’ conditions and disease progression [
7].
For individuals with severe disabilities, robotic arms can help in the retraining and recovery of impaired movements. Sophisticated robotic systems, such as exoskeletons, provide precise control over movement, facilitating improvements in mobility and strength. In pwMS, this technology is predominantly utilized for robot-assisted gait training (RAGT). The study in [
8] favorably compares low-intensity (8 patients) and high-intensity (8 patients) RAGT against a control group (8 patients). The study in [
9] combines RAGT with virtual reality to achieve improved outcomes.
In any case, motion capture is essential in telerehabilitation, providing insights into movement and functional performance [
10]. Excluding robotic systems from this discussion, because they inherently perform motion capture, key systems include marker-based and markerless technologies. Marker-based systems involve placing reflective markers on specific anatomical landmarks of the patient’s body. High-speed cameras track these markers to create a 3D model of movements, enabling the analysis of joint angles, gait patterns, and kinematics [
11].
Vicon systems are a leading example of marker-based technology, renowned for their accuracy and extensive use in clinical research [
12] and rehabilitation for patients with multiple sclerosis (pwMS) [
13]. These systems, which typically utilize between 4 and 20 cameras (or even more), provide detailed biomechanical assessments and enable customizable rehabilitation exercises. However, they come with the trade-offs of a complex installation infrastructure and are inappropriate for home telerehabilitation. Qualisys is another prominent example of marker-based technology. Similar to Vicon, Qualisys systems use multiple high-speed cameras to capture detailed movement data, offering high accuracy and extensive use in clinical and research settings [
14]. These systems also face similar limitations regarding installation complexity and are less suitable for home-based rehabilitation scenarios.
Markerless systems use high-resolution or depth-sensing cameras combined with advanced algorithms to track movements without the need for physical markers. These systems rely on computer vision techniques to interpret body movements from visual data [
15]. They offer advantages such as non-intrusiveness and ease of use, enhancing patient comfort by eliminating physical markers. However, they may be less accurate for complex or occluded movements, and vision-based systems can be affected by lighting conditions and camera angles [
16]. Markerless systems are adaptable to various environments and less intrusive.
The Microsoft Kinect Infrared (IR) depth camera is particularly effective for simpler movement tracking, offering a portable and straightforward sensor that does not require complex installation infrastructures. It captures 3D depth information with real-time functional movement analysis and improves patient comfort by eliminating the need for physical markers. Although its accuracy is lower compared to robotic or multi-camera systems, particularly in detecting fine motor details or in complex environments, the Kinect depth camera proves sufficiently accurate for remote motion analysis during rehabilitation [
17,
18].
The combined use of VR and video games facilitates the development of exergames aimed at promoting both physical and cognitive activity through rehabilitation exercises. The Kinect video game console and sensor capture patient activities without the need for markers or invasive cameras. Compared to other systems like, for instance, the Nintendo Wii [
19], Kinect stands out because it does not require controllers or balance boards, making it a more widely used tool in rehabilitation.
The significant role of telerehabilitation for pwMS was demonstrated in recent research by Finkelstein, as described in [
20]. The study (16 patients in control group and 29 in intervention group) found that participants in the telerehabilitation group showed improvements in various quality-of-life subdomains, such as physical and emotional roles, pain management, cognitive function, and overall physical and mental health. These improvements were notably greater when compared to a control group that did not participate in the program. Additionally, the telerehabilitation group demonstrated a reduction in urgent care utilization, highlighting the potential long-term benefits of the intervention beyond immediate QoL enhancements.
In our previous work [
21], we extensively described the STORMS project [
22], funded by Merck through the Digital Innovation Award in Multiple Sclerosis. Based on the use of the ReMoVES system [
23,
24], it is implemented with the aim of serving as a starting point for the development of digital telerehabilitation solutions to support patients with Multiple Sclerosis, thereby improving their quality of life.
At IRCSS Policlinico San Martino, so far, 34 patients used the ReMoVES system to support their rehabilitation. Twenty MS patients have followed the STORMS project so far.
The main originalities and strengths of this work are:
Implementation of an IoMT (Internet of Medical Things) system for the assessment and support of both in-hospital and in-home rehabilitation in people with MS.
Utilization and rapid adaptation of the markerless/contactless ReMoVES system in the new target user group.
Ability to exercise, monitor, evaluate, and analyze both motor aspects (such as upper limb, lower limb, trunk movement, and balance control) and cognitive aspects (such as attention, memory, working memory, etc.).
Provision of a personalized service tailored to the needs of each individual, with an assigned individual care plan.
Ease of use, low cost, and integrability with other systems.
Robustness and resilience regarding temporary telecommunication problems.
Adaptive nonlinear filtering and segmentation of signals for data extraction, analysis, and visualization.
After a brief summary of the exergames extensively described in [
21], the study carried out is introduced, and some significant results are provided to demonstrate the ability of the system to observe the patient activity at home and their evolution and eventual progression.
2. Materials and Methods
Microsoft [
25] proprietary software enables the spatial tracking of the human body and the identification of 25 joints using data from the Kinect depth IR camera, from which skeletal movements are reconstructed and tracked. The most comprehensive study on the error in estimating joint positions is reported in [
26], where the authors compare Kinect_v2 with the video-based Qualisys motion capture system. Other studies [
27] that compare Kinect with the Vicon system confirm that measurement accuracy is better in the medio-lateral axis than in the vertical and frontal ones. In general, in the context of rehabilitation, the accuracy found is considered acceptable. Signal processing and the exploitation of repeated movements can further improve accuracy. Ref. [
28] and others report a comparison between the earlier generation Kinect_v1, Kinect_v2, and Kinect-Azure, showing depth errors in the order of a few millimeters. The more recent Kinect-Azure does not show significant improvements in this regard compared with Kinect v2.
Following a concise overview of the exergames proposed for motor/cognitive rehabilitation activities, the paper proceeds to describe the study design and reports the remotely observed parameters, along with the final evaluation of two patients who completed the study after a period of home-based telerehabilitation.
Motor/Cognitive Exergames
As described in [
21], some new cognitive games have been developed during the STORMS project with the aim of treating some of the most common symptoms of multiple sclerosis such as:
Coordination disorders;
Balance problems, and dizziness;
Vision disturbances, which may also include impaired color vision;
Cognitive disorders that incorporate problems with memory and learning;
Difficulties in maintaining concentration;
Difficulties with attention and computational problems;
Inability to perform operations of a certain complexity;
Problems in correctly perceiving the environment.
All exergames are based on voluntary limb movements or balance shifts. During execution, the patient requires coordination and performs corrective reactions. Motor and visual coordination is very important for the correct execution of assigned tasks. Direct and indirect measurements of symptoms such as numbness of the body and/or extremities or spasticity that may complicate movement can be obtained when games are played with movement of the pelvis or limbs.
In some exergames, the patient is encouraged in the reaching task by the appearance of consecutive targets on the screen, which must be moved with the movement of the arm. The more targets that are hit, the higher the game score. Such games aim to improve hand–eye coordination and spatial awareness. The Shelf-Cans activity entails placing a colored can on the shelf where similar cans are already positioned. Similarly, in the Owl-Nest game, players are tasked with placing targets of varying difficulty levels into the basket, thus stimulating attention mechanisms.
Other exergames promote trunk balance used to guide an object such as a car or a hot-air balloon and can also be executed when sitting in a wheelchair.
The Owl Nest, Supermarket, Numbers, and Business By Car exercises offer varying levels of difficulty, as detailed in
Table 1, ranging from easy to highly challenging. On the other hand, Shelf Cans and Hot Air activities each have a single level, serving as introductory exercises for patients to become accustomed to the system.
In all the exergames, except Business By Car, the total game time is 60 s. Business By Car has a longer duration (90 s) to ensure that the patient can reach the end of the game even if he sometimes makes a mistake along the path. This is in order to define the treatment plan based on the patient’s disability, aimed at selecting the most appropriate game and level to start and continue therapy.
3. Study Design
The current pilot study is conducted on a small scale, with the primary purpose of assessing the practicality, feasibility, and potential challenges of the planned clinical study, rather than testing the effectiveness of the intervention [
29]. As depicted in
Figure 1, several pwMS were recruited at San Martino Hospital at the start time (i.e., time T0), achieving a total of twenty participants included in the study. This sample size fulfills the requirement to estimate the recruitment rate with 90% confidence and a
margin of error, given an estimated rate of approximately 20%.
This step provides a mixed-gender group of adults who vary in age, educational background, and the length of time they have had the disease. We have 20 adults (11 males and 9 females) with the following characteristics:
Age range: 35–69 years, mean: 53.8, standard deviation: 7.8,
Education range: 8–18 years, mean: 14.6, standard deviation: 3.1,
Disease duration range: 8–20 years, mean: 11.6, standard deviation: 3.4,
Expanded Disability Status Scale (EDSS) range: 4.5–7, mean: 5.8, standard deviation: 1.0.
After several supervised training sessions at neurorehabilitation clinics (Hospital Study), seven patients were selected to continue telerehabilitation at home under remote medical supervision. Patients were excluded if they had limited familiarity with technology, despite their relatively young age, or if there was no capable caregiver available at home.
Four patients completed the home study for a period of at least one month, up to T2 (3 did not complete due to concomitant clinical issues). The retention rate was 57%.
For the first patients included in the home study, no specific prescription was provided. In the absence of detailed guidance, they were allowed to perform the exercises they found most enjoyable. However, this led to a preference for easier or more enjoyable activities, often at the expense of more challenging or cognitively meaningful ones. As a result, the patients tended to excel in basic exergames rather than advancing their skills through progressively more difficult tasks.
Thanks to this experience, it was decided to take a different approach for the following home studies, prescribing a precise and personalized weekly treatment plan for each patient, with activities distributed from Monday to Thursday.
3.1. Inclusion and Exclusion Criteria
For recruitment, the following inclusion criteria were used:
Confirmed diagnosis of Multiple Sclerosis (MS).
Adults aged between 18 and 60 years.
EDSS score ≤ 7.5.
Below normal scores on at least two neuropsychological tests.
Exclusion criteria are:
Severe mood disorder.
Steroid therapy within 2 months prior to the visit.
Inability to maintain adequate visual fixation (e.g., nystagmus).
Presence of post-chiasmatic perimetric defects.
Photosensitive epilepsy.
Poor compliance or insufficient motivation to follow the treatment regimen.
The neuropsychological battery consists of tests that are commonly used for cognitive assessment in individuals with disabilities. Specifically, the Brief International Cognitive Assessment for MS (BICAMS) and the Paced Auditory Serial Addition Task (PASAT) at 3 s and 2 s intervals were used. BICAMS includes the Symbol Digit Modalities Test (SDMT), the California Verbal Learning Test II edition (CVLT-II), and the Revised Brief Visuo-Spatial Memory Test (BVMT-R). Patients were recruited if they scored below the 5th percentile for normative data adjusted for age, sex, and education in at least two of the aforementioned tests. Written informed consent was obtained from all participants before the study began.
All cognitive measures were administered at baseline (i.e., time T0), at the end of 10 exergame sessions (T1), and one month after the end of treatment (T2).
In addition to these neuropsychological tests conducted at three fixed moments, daily assessments of motor function were available, thanks to the parameters observed remotely during the execution of the exergames. This continuous monitoring allowed a more detailed and dynamic understanding of the patient’s motor progress. The patient’s perception of effort and fatigue is indirectly assessed through daily observations of key parameters, which will be detailed in the results section. These parameters include the number of exergames played, the number of repeated movements along with their speed and trajectory, game scores, posture, angles, range of motion, etc. Comparing the exercises actually performed with those prescribed is crucial for understanding both the patient’s level of engagement and the appropriateness of the exercise regimen. This approach provides valuable insights into how well the exercises are tailored to the patient’s abilities and needs, helping to optimize the rehabilitation process.
3.2. Case Studies
In the following sections of this paper, two patients who used the system for home-based telerehabilitation over an extended period are analyzed in detail. The observed parameters for these patients, referred to as Patient A and Patient B, are described comprehensively.
Patient A is a 49-year-old man, with an EDSS score of 7, who uses a wheelchair. He practiced the ReMoVES system at home for nearly a month without any prescription. The most significant results of his observation are described in
Section 4.1.
The patient analyzed in
Section 4.2 (Patient B) is a 56-year-old woman (EDSS score of 6, assisted walking) who took the system home for 4 weeks. As a prescription, the medical staff assigned her a weekly schedule of exergames. At the end of each week, a brief report detailing the outcomes of the activities was available to the medical professionals so that the therapy schedule could be improved and personalized for the next week. The results obtained on a weekly basis will be analyzed and the prescriptions will be compared with the actual sessions played by the patient.
Table 2 displays the cognitive assessment scores for Patient A and Patient B at T0, including MMSE, PASAT, SDMT, CVLT-II, and BVMT-R scores along with their respective 5th percentile cutoff values. Both the 3 s and 2 s PASAT were administered. The cut-off takes into account the fact that both patients have less than 12 years of education.
Patient A is below the cutoff in PASAT, SDMT, and BVMT-R; Patient B is below the cutoff in SDMT and BVMT-R. PASAT tests failed (i.e., N).
6. Discussion and Conclusions
In the framework of the STORMS project, the utilization of ReMoVES has been positively embraced by all patients, regardless of age, including elderly individuals typically less inclined towards emerging technologies. This has resulted in increased adherence to rehabilitation protocols, also enhancing the duration of treatment per session. Exergames can be regarded as virtual reality tools, representing an innovative approach to augment motor learning.
The “Challenge Point Hypothesis” [
30] suggests the existence of an optimal difficulty level to maintain patient attention without inducing boredom or fatigue, which can lead to frustration and therapy abandonment. Incorporating gamification aspects can enhance treatment outcomes by creating a stimulating and engaging environment.
ReMoVES serves dual purposes as an assessment/measurement outcome tool and a rehabilitation instrument. It enables continuous measurement and monitoring of patient performance, facilitating a detailed functional analysis. This empowers physicians and rehabilitation professionals to identify and/or modify various rehabilitation strategies.
The cognitive tests administered at T0, T1, and T2, as reported in
Table 1,
Table 6 and
Table 7, respectively, demonstrate general improvements in all indices for patients A and B. Notable improvements are observed particularly in the SDMT, BVMT-R, and PASAT scores, although the PASAT-2
″ and PASAT-3
″ scores still remain below the cutoff values. Regarding patients’ motor progress, we have proved that continuous monitoring offers a detailed and dynamic understanding of both the patient’s condition and potential improvements. This includes parameters such as the number of exergames played, the frequency and speed of repeated movements, game scores, posture, angles, range of motion, etc. Comparing the exercises actually performed with those prescribed is essential for assessing the patient’s engagement and the suitability of the exercise regimen. This approach yields valuable insights into how well the exercises align with the patient’s abilities and needs, thereby aiding in the optimization of the rehabilitation process. The graphs and figures presented in the results section for both patients indicate a favorable and rapid learning rate, along with general improvements in movement execution, precision, control, and a better understanding of the rehabilitation tasks.
The current literature reveals a general scarcity of publications focused on home-based telerehabilitation, specifically for patients with multiple sclerosis. This gap can be attributed to several factors, including technological limitations and significant challenges related to system acceptability, ease of use, and the need for caregiver support. Many existing studies have primarily addressed rehabilitation technologies within controlled clinical environments or research settings, with less emphasis on their practical application and effectiveness in home-based settings. For instance, the comprehensive review in [
5] highlights that only one system specifically addresses home rehabilitation for pwMS. The study published in [
31], based on virtual reality (VR), describes a regimen involving two clinic sessions per week and one home session for 32 participants, showing significant differences between the intervention and control groups. Given these challenges, there is a pressing need for further research to explore and address the issues related to the accessibility, usability, and overall effectiveness of home telerehabilitation systems for pwMS. This need underscores the importance and relevance of the current study and its objectives.
The user-friendly interface and cost-effectiveness of ReMoVES provide the opportunity to continue treatment at home, offering advantages in terms of cost and treatment effectiveness.