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Title:
SYSTEM, DEVICE AND METHOD FOR FINE MOTOR MOVEMENT TRAINING
Document Type and Number:
WIPO Patent Application WO/2020/049555
Kind Code:
A1
Abstract:
The present invention provides systems, devices and methods for fine motor movement training of a user, the system including a hand device for holding in a palm of the user, and a processor adapted to activate software to coordinate the hand device and further adapted to provide training activities for the user to improve fine motor movement of the user, wherein the system is adapted to provide fine motor movement training to the user.

Inventors:
AMRAM MICHAL (IL)
PELED ESTER (IL)
Application Number:
PCT/IL2019/050980
Publication Date:
March 12, 2020
Filing Date:
September 02, 2019
Export Citation:
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Assignee:
MOMENTS OF HAPPINESS LTD (IL)
International Classes:
A63B23/16; A61B5/11
Foreign References:
US20120258436A12012-10-11
US7862415B12011-01-04
US20120077163A12012-03-29
US20170361159A12017-12-21
Attorney, Agent or Firm:
LIFSHITZ, Susan E. (IL)
Download PDF:
Claims:
CLAIMS

1. A system for fine motor hand movement training of a user, the system comprising:

a. a cube device for holding in the palm of the user; and

b. a processor adapted to activate software to coordinate the cube device to provide training activities for the user to improve fine motor hand movement of said user, wherein said system is adapted to provide fine motor movement training to said user, and wherein said cube device and processor communicate via a communication network.

2. A system according to claim 1, further comprising software to coordinate the cube device.

3. A system according to claim 1, further comprising at least one portable communication device adapted to communicate with said cube device over said communication network.

4. A system according to claim 3, wherein said system further comprises a database in communication with said cube device and said at least one portable communication device.

5. A system according to claim 1, further comprising a plurality of cube devices.

6. A system according to claim 5, wherein each said cube device of said plurality of cube devices comprises six touch screens, each touch screen disposed on one face of said cube device.

7. A system according to claim 5, wherein each said cube device comprises: a. six touch screens comprising OLED displays

b. a micro controller for managing cube device functions, measurements, control of said six touch screens and data communications ;

c. at least one battery;

d. a power distribution unit;

e. at least one accelerometer;

f. a wireless communication element (BLE); g. a Bluetooth wireless communication unit; and

h. a gyroscope.

8. A system according to claim 1, wherein fine motor movement training is adapted for improving fine motor movement of said user.

9. A system according to claim 1, wherein said user suffers from a condition selected from a neurological disease, a trauma, an accident, brain damage, inborn defects and combinations thereof.

10. A system according to claim 1, adapted to provide said training in the form of a game.

11. A system according to claim 10, adapted to be used sequentially by multiple users.

12. A system according to claim 1, further comprising multiple cube devices, adapted to be used sequentially or concurrently by multiple users.

13. A system according to claim 12, adapted to be used competitively between said multiple users.

14. A system according to claim 1, adapted to reduce a disability index of said user over a period of time.

15. A method for improving virtual reality fine motor movement training of a user comprising:

a. providing a cube device according to claim 1 to said user;

b. activating software to activate said cube device and to provide instructions to said user to perform fine motor movement tasks over time thereby improving control of said fine motor movement of said user over said time.

16. A method according to claim 15, wherein said user suffers from a condition selected from a neurological disease, a trauma, an accident, brain damage, inborn defects and combinations thereof.

17. A system according to claim 5, wherein each said cube device comprises: a. six touch screens comprising OLED displays

b. a micro controller for managing cube device functions, measurements, control of said six touch screens and data communications; and

c. a power distribution unit;

18. A system according to claim 5, wherein each said cube device comprises: a. six touch screens comprising OLED displays

b. a micro controller for managing cube device functions and control of said six touch screens;

c. a wireless communication element (BLE);

d. a Bluetooth wireless communication unit; and

e. a gyroscope.

19. A system according to claim 5, wherein each said cube device comprises: a. six touch screens comprising OLED displays

b. a micro controller for managing cube device functions, measurements, control of said six touch screens and data communications ;

c. at least one battery;

d. a power distribution unit;

e. at least one accelerometer;

f. a wireless communication element (BLE);

g. a Bluetooth wireless communication unit; and

h. a gyroscope.

20. A system according to claim 5, wherein each said cube device comprises: a. six screens comprising OLED displays

b. a micro controller for managing cube device functions,;

c. at least one battery;

d. at least one accelerometer; and

e. a wireless communication element (BLE).

Description:
SYSTEM, DEVICE AND METHOD FOR FINE MOTOR MOVEMENT

TRAINING

FIELD OF THE INVENTION

The present invention relates generally to a system of digital therapeutics / digital health, consisting of systems, devices and methods for fine motor movement training, and more specifically to handheld devices and apparatus for fine motor movement training and rehabilitation of the upper limb, incorporating gamification techniques and mental stimulation.

BACKGROUND OF THE INVENTION

Many interactive toys and devices have been developed to improve cognitive function and/or to provide mental stimulation.

US7755605(B2) provides a spherical display and control device, that is preferably collapsible between a spherical configuration and a collapsed generally cylindrical ellipsoid configuration, comprising a flexible transparent spherical surface sprung attached to a central hinged modular cube assembly that contains digital displays on outward faces, and circuitry, battery units and electronic modules on inward surfaces, where said sphere surface contains surface position sensing layers and said central cube contains gyroscopic and inertial sensing devices to provide spherical rotation, and physical displacement data for three dimensional control applications, where said displays preferably have curved polarizer lenses such that the overall device appears as a spherical display or are flat to form an overall Cuboid display or are combined with a flexible spherical display surface. The overall device being mechanically biased such that it is Bi-stable between the spherical and collapsed configuration via the action of pulling open and rotating the central cube halves.

CN20l0302l9(Y) discloses a model, which is applicable to the intelligence- developmental toy field and provides a magic cube, which comprises a cubical body and a plurality of electronic display units. The display surface of each electronic display unit is arranged on each surface of the cubical body, which comprises a plurality of display submodules. The utility model also comprises a plurality of press keys which are arranged on the surfaces of the cubical body, at least a microcontroller which is used for controlling the display submodules to display different colors and/or patterns and which is respectively electric-connected with the press keys and the electronic display units, and a power supply device which is respectively connected with the electronic display units, the microcontroller and the press keys. The utility model needs no mechanical structures, thereby avoiding the damages caused by the utilization of the mechanical structures, and the electronic displaying mode provides interest to the magic cube.

CNl04857702(A) discloses a multifunctional electronic magic cube which comprises a magic cube main body, a solar panel, a mini-type chip and a display, wherein the magic cube main body comprises N cubic blocks; the mini-type chip is connected with the solar panel and the display; the display further comprises a display screen arranged on the corresponding cubic block; the solar panel is used for supplying power to the mini-type chip and the display; the mini-type chip is used for detecting the positions of the cubic blocks in the magic cube main body, controlling the next trend of the magic cube main body according to the current positions of the cubic blocks, and displaying the trend of the magic cube main body on the display screen; the display screen is used for showing the next trend of M cubic blocks on the same edge of the magic cube main body. The multifunctional electronic magic cube has the advantages that rotation can be carried out according to prompt information on the display screen, so that the recovery work can be guided better, the recovery steps of the magic cube can be prompted effectively, a beginner can be helped during the recovery of the magic cube, the barrier of the beginner is eliminated, and the learning interest is improved.

US5729249 discloses a family of controllers incorporating multiple force/touch sensitive input elements to provide intuitive input in up to six degrees of freedom, including position and rotation, in either a Cartesian, cylindrical or spherical coordinate system. Six dimensions of input can be generated without requiring movement of the controller, which provides a controller suitable for controlling cursors and display objects in an interactive computer system and for equipment such as heavy cranes and fork lift trucks. Position information is obtained either by use of a "pushing" or "dragging" metaphor. Rotational information is provided by either a "pushing," "twisting," or "gesture" metaphor. In certain embodiments, the same sensor is used for both position and rotational inputs, and the two are differentiated by the magnitude of the force applied to the sensor.

KR20170120911A discloses a learning system using the smart cube that can be actively induced by the infants and young children, including the Hangul or people who want to learn English language learning and dementia in the elderly or brain exercise.

US7862415B1 discloses an electronic game, method and apparatus, is disclosed which includes a playfield that is subdivided into a plurality of sectors. Each sector includes one or a plurality of playing positions, and each playing position has an indicator. The device incorporates a plurality of rotation patterns, each of which maps a plurality of indicators on the playfield. The device further incorporates a plurality of indicating states that correspond to a plurality of visual indications. In addition, the device includes a plurality of input control mechanisms to enable a player to activate the rotation patterns. The object of the game is for the player to manipulate the switches in order to transform an initial pattern of visual indications to a desired pattern of visual indications. The device functions by rotating the indicating states between the various sectors on the playfield using predefined rotation patterns. As an indicating state is shifted, or rotated, from one sector to another, it provides a different visual indication. The device employs a microprocessor to control the progress of the game, monitor the activation of the input switches, rotate the indicating states between indicators defined by a rotation pattern, and generate visual indications based on the configuration of indicating states and sectors. The microprocessor also controls the generation of audio/visual effects to enhance the enjoyment of play. Further, the device employs means to generate a plurality of puzzles, and games, and provisions to vary the level of difficulty of play

ETS20l5220l97(Al) discloses is a 3D force sensor that can detect its orientation and the magnitude and 3D direction of a force applied to its surface. The force can be non-parallel and non-orthogonal to the surface of the 3D force sensor. A plurality of the 3D force sensors are simultaneously used to detect the orientation of an object and the magnitude and 3D direction of the forces applied to the object. Also, a plurality of the 3D force sensor can be used to detect the tilting of a vertical or horizontal stacking of a plurality of objects relative to one another.

US2010194683 discloses an image browsing method and display device having a body with a plurality of display faces according to different planes, a plurality of display screens able to simultaneously display different digital images, the screens being respectively on different display faces of the body, image selection means for selecting a plurality of digital images in an image collection to be displayed on the screens; and motion sensors connected to the image selection means to trigger a display change, the display change comprising the replacement of the display of at least one image on at least one of the display screens by another image from the image collection, as a function of the device motion.

KRl0l004630(Bl) A remote controller of a 3-dimension object structure is provided to watch a broadcasting program through the use of a remote controller by displaying an image signal for a channel received through a touch screen. US 20140081432 describes a system in which a participant, engages in healthcare provider prescribed physical rehabilitation exercises utilizing specifically designed controllers, and these exercises are mapped to one or more video game commands. These commands are coupled with other inputs to control the video game that is used to ensure adherence to a prescribed rehabilitation regimen. Information is gathered on the participant, in order to aid in rehabilitation.

US D701206 Sl describes a virtual reality headset.

US 8638989 B2 Methods and systems for capturing motion and/or determining the shapes and positions of one or more objects in 3D space utilize cross- sections thereof. In various embodiments, images of the cross-sections are captured using a camera based on edge points thereof.

US2015227203A discloses technology relating to providing haptic-like feedback for an interaction between a control object and a virtual object. In particular, it relates to defining virtual feeler zones of the control object and generating for display a feeler indicator that provides visual feedback over a range of hover proximity of the feeler zones to the virtual object, applied forces on the virtual object, and other material properties of the virtual object.

US2014205146A discloses technology relating to tracking movement of a real world object in three-dimensional (3D) space. In particular, it relates to mapping, to image planes of a camera, projections of observation points on a curved volumetric model of the real world object. The projections are used to calculate a retraction of the observation points at different times during which the real world object has moved. The retraction is then used to determine translational and rotational movement of the real world object between the different times.

US2015211919A discloses first and second detection systems coupled to a controller are synchronized, with the first detection system including first emission and detection modules while the second detection system includes a second detection module, for emitting radiation towards and detecting radiation from a region. A pulse of radiation emitted from the first emission module is detected by the first and second detection modules for a first time interval starting at time Tl and for a second time interval starting at time T2, respectively. The radiation received is compared to determine a radiation difference measurement. The starting time T2 is adjusted relative to starting time Tl based at least in part upon the radiation difference measurement to determine a revised starting time T2, thereby aiding the synchronization of starting time T2 with starting time Tl.

US2015199025A discloses technology providing capabilities such as using vibrational sensors and/or other types of sensors coupled to a motion-capture system to monitor contact with a surface that a user can touch. A virtual device can be projected onto at least a portion of the surface. Location information of a user contact with the surface is determined based at least in part upon vibrations produced by the contact. Control information is communicated to a system based in part on a combination of the location on the surface portion of the virtual device and the detected location information of the user contact. The virtual device experience can be augmented in some implementations by the addition of haptic, audio and/or visual projectors.

There still remains a need to provide systems, devices and methods for fine motor movement training and more particularly, hand motor movement training and rehabilitation of the upper limb, incorporating gamification techniques and mental stimulation, based on principles of digital therapeutics / digital health. SUMMARY OF THE INVENTION

The present invention provides systems, devices and methods for fine motor movement training of a user, the system including a hand device for holding in a palm of the user, and a processor adapted to activate software to coordinate the hand device further adapted to provide training activities for the user to improve fine motor movement of the user, wherein the system is adapted to provide fine motor movement training to the user.

The present invention provides systems and methods for fine motor movement training.

The present invention further provides handheld devices and apparatus for fine hand motor movement training.

The present invention further provides a smart game cube product for training and improvement of fine motor skills of the palm.

The present invention further provides a training method for improving fine hand movements.

The present invention further provides hardware and software applications for improving fine hand movements

The present invention further provides interactive software games for improving fine hand movements.

There is further provided, according to an embodiment of the present invention and electro-mechanical cubic device with multiple simultaneous active display touch screens.

The products of the present invention are designed for the market of occupational therapy for people with difficulties in fine motor functioning. These people may include, but are not limited to, multiple sclerosis (MS) patients, Parkinson's patients, people after a stroke and millions of other people with impaired motor skills and in particular, impaired fine motor skills of the upper limb.

According to some embodiments of the present invention, the system of the present invention is an interactive system, designed to improve upper limb functioning and rehabilitation and fine motor mechanics for people with motor disabilities in their hands.

According to some further embodiments of the present invention, the technology includes a smart game cube, stabilized in space, with touch screens and touch sensors, with motion and rotational speed measurements, combined with application, tracking software and interactive games.

According to some embodiments of the present invention, the technological innovation of the present invention includes integration of sensors and stabilized system in a minimal size cube, support for 6 interactive display touch screens on all sides of the cube, measurement of usage and performance characteristics while on the move, big data analysis, combination of cube and application to create interactive play games.

According to some embodiments of the present invention, there is provided functional innovation including real-time monitoring and monitoring of the user's fine motor functions, data collection and analysis, adaptation and creation of a personalized therapy intervention program, game integration to increase motivation of the user, responsiveness and treatment output.

The present invention provides an interactive system that includes a smart game cube, integrated with an application and games designed to train and improve the fine motor skills of the hand, for people with motor disabilities in their hands.

The interactive systems of the present invention are easy to carry and use practically anywhere and comprise one or more of the following features :- a) Does not require use of heavy complex equipment;

b) Does not require appointments or visits;

c) One size fits all -software allows personalized therapy;

d) Online feedback and tracking -by user and therapists;

e) Fits tele-rehabilitation programs and payers' coverage; and

f) Focused on fine motor skills and in-hand manipulation.

Difficulty and need

The ability to manipulate objects, to influence the environment and to create with the palms of the hands are skills that are almost unique to human beings, and some see them as one of the components of the essence of man.

Fine motor is a set of motor skills that require control of small groups of muscles that work to achieve movement precision and eye coordination. Usually, only certain parts of the body (palm and fingers) work in a limited area to carry out the motor response. In order to perform gentle skills, a high degree of movement precision must be presented during motor performance. These skills develop and improve during our lives.

The present invention provides a device for use of subtle motor skills for example, when typing on a computer, writing, lacing, and so on. Therefore, impairing the abilities of fine motor movement means not only an impairment of the ability to function daily, but also self-confidence. People with motor disabilities in their hands and difficulties in fine motor mechanics have difficulty in everyday activities such as writing, clicking on instrument buttons, typing, wearing, playing, holding delicate objects such as a pen or credit card. Among the major groups suffering from difficulty are people after stroke, people with MS and people with Parkinson's disease.

The need for continuous practice

Almost any damage to the central nervous system leads to a decline in the motor's delicate motor function, for example, people after a stroke, people diagnosed with Parkinson's disease and multiple sclerosis, Gillian Bra and others. There are other injuries, orthopedic, which can also damage the motor function of the palm, such as after tendon surgery, hand fractures (mainly on the wrist and fingers) and more.

Performance factors such as muscle strength, muscle tension, coordination, agility, sense of tactile touch and deep feeling, praxis, etc. can all be affected to such an extent that they can function in everyday life,

People who have suffered from a stroke, multiple sclerosis, Parkinson's disease, or a broken thumb can help to improve their functioning through intense exercise.

The goal of the product is to improve the delicate motor function in the palm of the user's hands in an innovative, challenging and interesting manner that encourages the user to practice and persevere over time. The system includes an interface that allows the patient to perform rehabilitation exercises at any time, place and independently, even without the assistance of a qualified therapist.

Using the cube device in the right way is intended to improve each of these performance components and will eventually improve the hand function which will lead to an improvement in the daily functioning, quality of life and satisfaction of the user. The present invention provides systems, devices and methods for fine motor movement training of a user, the system including a hand device for holding in a palm of the user, and a processor adapted to activate software to coordinate the hand device and virtual reality headset simultaneously and further adapted to provide training activities for the user to improve fine motor movement of the user, wherein the system is adapted to provide fine motor movement training to the user.

The need for independent practice

The cube and its built-in games create a fun, challenging and engaging user experience. The multiplicity of challenges in using the cube is intended to drive users to a repetitive and repeated practice that is essential for achieving optimal rehabilitation results.

The small dimensions of the cube and its low weight make it possible to carry it anywhere and use it at any time.

The cube also provides training for people with mobility difficulties (or for other logistical reasons-such as accessibility restrictions) who have difficulty reaching the rehabilitation centers physically and will enable them to practice and improve their functioning from home as well. The game in the cube which is actually the 'treatment' can take a long time (beyond the 60-minute limit accepted in most rehabilitation centers as usual treatment time), in a convenient environment for the patient. The availability of the treatment and the lack of restriction on its duration increase the beneficial effect of the practice and lead to a therapeutic outcome of improved hand function.

Product description

The cube device system of the present invention consists of hardware (smart interactive cube), software (application) for a smartphone or tablet that includes games, and a user tracking interface (for the patient and the therapist).

HARDWARE

The hardware component is designed as a cube that connects to a computer / tablet / smartphone, on which a dedicated application is installed, using a wireless link (such as low power Bluetooth). The cube works by touching the user while holding the cube in the palm of his hand.

In the final product, each side of the cube comprises a color touch screen. The screens communicate between them, meaning that the stimulation in the game should pass from face to face as the cube turns and according to the direction of rotation.

In order for the cube to work, it needs to be interfaced with the application. When connecting one of the screens (the side of the cube) is lit and indicates to the user when the login process ends. The same applies when you disconnect the cube from the application for the purpose of claiming it.

Once the cube is used, and the initial connection between the cube and the application, the user is required to answer various questions and parameters and perform a number of operations that will roughly determine his or her level of functioning.

The practice is done through various games that require movement. Control of the games is done by moving and moving the cube by the user, as well as monitoring and diagnosis and sending reports to the patient and the therapist.

The cube requires gentle movements of the fingers and wrist, while timing, sequence and accuracy of variables. Vibrating, sound, or speech signals are developed, and illuminated instructions is developed on the side facing the user or an arrow in the direction to rotate the cube.

Motion detection

The product will require the user to move the cube for example, through the fingers only when he holds it in his hand The instrument with which the cube is connected is able to read the movements and identify whether the cube is indeed in the palm of his hand. Rotation of the cube and various actions in the cube are translated as a person walking in the game. For example, a right turn of the cube is translated as a left shift in the game, a left turn, a left shift, a finger swipe on a certain face is translated into a jump. In order for the user to know what each action does, there are clear signs on the sides of the cube such as arrows. In addition, there is simulation of how to use the cube in each game, as indicated below.

Low Battery Alert

An alert is sent to the user when the battery is about to die - as an app alert and / or a message light / message on the die.

Software (application for patient)

The app is a control, monitoring and reporting interface. The app is made up of several user-friendly screens. He can browse through the list of designated games for the cube. You can also purchase additional games. There is a brief explanation of each game, its purpose and the abilities it works on - for example, agility, accuracy, manipulation with a handle, tweezers and more.

The app shows the user what their last practice was, and you can also enter the list showing all the exercises of the past week. The user sees how much time he has practiced, what game, his level of success in the game (percentage), and subjective measures of difficulty and satisfaction with the practice (at the end of each practice he is asked to indicate how difficult the exercise was for him and how satisfied he is with his current practice).

Software (App for the therapist)

The software enables the therapist to monitor the use and progress of his/her patients who use the cube. It is possible to perform a real-time session for remote treatment, which includes simulating the cube's position and taking a video of the patient because it is important to see the body's condition during practice. Queue and video stream are provided via the app.

With the application, the therapist can log in and see reports of all his patients using the dice. Send them alerts to the mobile device, encourage practice, offer phone advice and more.

There is thus provided according to an embodiment of the present invention, a system for fine motor movement training of a user, the system including;

a. a hand device for holding in a palm of the user; and b. a processor adapted to activate software to activate the hand device and further adapted to provide training activities for the user to improve fine motor movement of the user, wherein the system is adapted to provide fine motor movement training to the user.

Moreover, according to an embodiment of the present invention, fine motor movement training is adapted for improving fine motor movement of the user.

Further, according to an embodiment of the present invention, the user suffers from a condition selected from a neurological disease, a trauma, an accident, brain damage, inborn defects and combinations thereof. The neurological disease may be for example, stroke, Parkinson's disease, multiple sclerosis, amyotrophic lateral sclerosis, myasthenia gravis and polio.

Yet further, according to an embodiment of the present invention, the system is adapted to provide the training in the form of a game.

Additionally, according to an embodiment of the present invention, the system is adapted to be used sequentially by multiple users.

Furthermore, according to an embodiment of the present invention, the system further includes multiple hand devices, adapted to be used sequentially or concurrently by multiple users.

Moreover, according to an embodiment of the present invention, the system is adapted to be used competitively between the multiple users.

Additionally, according to an embodiment of the present invention, the system is adapted to reduce a disability index of the user over a period of time.

There is thus provided according to an embodiment of the present invention, a method for improving fine motor movement training of a user including;

a. providing a cube device to a hand of the user; and

b. activating software to c provide instructions to the user to perform fine motor movement tasks over time thereby improving control of the fine motor movement of the user over the time.

Additionally, according to an embodiment of the present invention, the user suffers from a condition selected from a neurological disease, a trauma, an accident, brain damage, inborn defects and combinations thereof.

The present invention is more fully understood from the following detailed description of the preferred embodiments thereof, taken together with the drawings.

EMBODIMENTS

1. A system for fine motor hand movement training of a user, the system comprising:

a. a cube device for holding in the palm of the user; and b. a processor adapted to activate software to coordinate the cube device to provide training activities for the user to improve fine motor hand movement of said user, wherein said system is adapted to provide fine motor movement training to said user, and wherein said cube device and processor communicate via a communication network.

2. A system according to embodiment 1, further comprising software to coordinate the cube device. 3. A system according to embodiment 1, further comprising at least one portable communication device adapted to communicate with said cube device over said communication network.

4. A system according to embodiment 3, wherein said system further comprises a database in communication with said cube device and said at least one portable communication device.

5. A system according to embodiment 1, further comprising a plurality of cube devices.

6. A system according to embodiment 5, wherein each said cube device of said plurality of cube devices comprises six touch screens, each touch screen disposed on one face of said cube device.

7. A system according to embodiment 5, wherein each said cube device comprises:

a. A micro controller for managing cube functions, measurements, control of screens and data communications;

b. wherein said six touch screens comprise OLED displays;

c. at least one battery ;

d. a battery charger;

e. a power distribution unit;

f. at least one accelerometer;

g. at least one wireless communication element; and

h. a gyroscope.

8. A system according to embodiment 1, wherein fine motor movement training is adapted for improving fine motor movement of said user.

9. A system according to embodiment 1, wherein said user suffers from a condition selected from a neurological disease, a trauma, an accident, brain damage, inborn defects and combinations thereof.

10. A system according to embodiment 1, adapted to provide said training in the form of a game.

11. A system according to embodiment 10, adapted to be used sequentially by multiple users.

12. A system according to embodiment 1, further comprising multiple cube devices, adapted to be used sequentially or concurrently by multiple users. 13. A system according to embodiment 12, adapted to be used competitively between said multiple users.

14. A system according to embodiment 1, adapted to reduce a disability index of said user over a period of time.

15. A method for improving virtual reality fine motor movement training of a user comprising:

a. providing a cube device to said user;

b. activating software to activate said cube device and to provide instructions to said user to perform fine motor movement tasks over time thereby improving control of said fine motor movement of said user over said time.

16. A method according to embodiment 15, wherein said user suffers from a condition selected from a neurological disease, a trauma, an accident, brain damage, inborn defects and combinations thereof.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention will now be described in connection with certain preferred embodiments with reference to the following illustrative figures so that it may be more fully understood.

With specific reference now to the figures in detail, it is stressed that the particulars shown are by way of example and for purposes of illustrative discussion of the preferred embodiments of the present invention only and are presented in the cause of providing what is believed to be the most useful and readily understood description of the principles and conceptual aspects of the invention. In this regard, no attempt is made to show structural details of the invention in more detail than is necessary for a fundamental understanding of the invention, the description taken with the drawings making apparent to those skilled in the art how the several forms of the invention may be embodied in practice. In the drawings:

Fig. 1A is a simplified pictorial illustration showing a system comprising a cube device for fine motor movement training, in accordance with an embodiment of the present invention;

Fig. 1B is a simplified pictorial illustration showing a system comprising a cube device for fine motor movement training and at least one communication device, in accordance with an embodiment of the present invention;

Fig. 2 is a simplified schematic illustration showing a cube device for fine hand motor movement training, in accordance with an embodiment of the present invention;

Fig. 3 is a simplified pictorial illustration showing two holding methods for holding a cube device for fine hand motor movement training, in accordance with an embodiment of the present invention;

Fig. 4 is a simplified pictorial illustration showing another holding method for holding a cube device for fine hand motor movement training, in accordance with an embodiment of the present invention;

Fig. 5 is a simplified pictorial illustration showing another holding method for holding a cube device for fine hand motor movement training, in accordance with an embodiment of the present invention;

Fig. 6 is a simplified pictorial illustration showing a system comprising a cube device for fine motor movement training and at least one communication device, in accordance with an embodiment of the present invention;

Fig. 7 A is a simplified pictorial illustration showing a screen shot on cube device with its associated holding method for fine hand motor movement training, in accordance with an embodiment of the present invention;

Fig. 7B is a simplified pictorial illustration showing a screen shot on cube device with its associated holding method for fine hand motor movement training, in accordance with an embodiment of the present invention;

Fig. 7C is a simplified pictorial illustration showing a screen shot on cube device with its associated holding method for fine hand motor movement training, in accordance with an embodiment of the present invention;

Fig. 7D is a simplified pictorial illustration showing a screen shot on cube device with its associated holding method for fine hand motor movement training, in accordance with an embodiment of the present invention;

Fig. 8 is a simplified pictorial illustration showing a screen shot on cube device with its screen shot on a communication device in a game for fine hand motor movement training, in accordance with an embodiment of the present invention;

Fig. 9A is a simplified pictorial illustration showing a screen shot on a communication device of a personal profile in a method for fine hand motor movement training, in accordance with an embodiment of the present invention;

Fig. 9B is a simplified pictorial illustration showing a screen shot on a communication device of a game in a method for fine hand motor movement training, in accordance with an embodiment of the present invention; and

Fig. 9C is a simplified pictorial illustration showing a screen shot of a progress report of a user in a method for fine hand motor movement training, in accordance with an embodiment of the present invention.

In all the figures similar reference numerals identify similar parts.

DETAILED DESCRIPTION OF THE EMBODIMENTS

In the detailed description, numerous specific details are set forth in order to provide a thorough understanding of the invention. However, it is understood by those skilled in the art that these are specific embodiments and that the present invention may be practiced also in different ways that embody the characterizing features of the invention as described and claimed herein.

The present invention provides systems, devices and methods for fine motor movement training of a user, the system including a hand device for holding in a palm of the user, and a processor adapted to activate software to coordinate the hand device to provide training activities for the user to improve fine motor movement of the user, wherein the system is adapted to provide fine motor movement training to the user.

Reference is now made to Fig. 1A, which is a simplified pictorial illustration showing a system 100 comprising a cube device 102 (also 200, Fig. 2) for fine motor movement training, in accordance with an embodiment of the present invention.

System 100 further comprises one or more portable communication devices, such as a smartphone 103 (not shown), tablet 104, all configured to communicate with the cube device 102 and a database 106 via a communication network, such as the internet 101, by methods known in the art.

The devices and methods of the present invention encourage and induce users to practice while playing, monitor and measure the characteristics of activity, responsiveness and improvement in functioning, and will report to therapists and to the patient himself. The exercise will be done through games, such as those described below. The games have been developed and developed by an occupational therapist and a physician and will be examined with the assistance of qualified caregivers, but it is clarified that the games themselves will be developed in the second year and are not part of the current development plan.

How to use and play

There are at least two ways of practicing with a cube including:

a) Stand-alone practice - practice with the cube, without the need for instant connection to the mobile device or application.

b) Online practice - Using the cube device as a means to control the app on a mobile device, such as a game or other guided activity.

In both situations, the cube collects data about the user's performance. The use of the cube does not necessarily require the involvement of a therapist. It will be possible to purchase and use the cube and the application independently. However, therapist involvement can enhance the experience and add a variety of additional options, systematic care and follow-up programs.

Using the cube in independent mode:

In stand-alone practice, the cube communicates with the application and the cloud database without requiring user involvement. In this situation, it is necessary to design a mechanism that will wake the cube and allow user instructions when the user takes it (for example, a very long press on two sides raises the cube and opens a communication channel).

Fig. 1B is a simplified pictorial illustration showing a system 150 comprising a cube device 102 for fine motor movement training and at least one communication device 103, 104, in accordance with an embodiment of the present invention.

Fig. 2 is a simplified schematic illustration showing a cube device 200 for fine hand motor movement training, in accordance with an embodiment of the present invention. The product smart cube 200 is a device, by which a patient "plays" and practice his rehabilitation exercises as part of interactive games or activities. The main components are described below. It should be understood that the cubes of the present invention may comprise some or all of these elements/features.

The cube device comprises a micro controller 202, constructed and configured to manage cube functions, measurements, control of screens and data communications.

The cube device further comprises OLED displays 204, 205, 206, 207, 208, 209 and, 210 are 6 colored touch screens, disposed on each side of the cube, using OLED technology.

The cube device further comprises at least one battery 212, such as a rechargeable battery.

The cube device may further comprise a charger 214 to charge the battery, by touch points and / or a USB cable.

The cube device further comprises a power distribution unit 216 for splitting the voltages into the various internal units. The cube device further comprises at least one accelerometer 218 configured to measure the movement of the cube, such as, but not limited to, distance moved, speed and acceleration of the cube device.

The cube device further comprises means for wireless communication, such as a BLE (Bluetooth low energy) unit 220- a low-power Bluetooth wireless communication unit for transmitting data to and from an external application to a database.

The cube device further comprises a gyroscope 222, which is configured and constructed to set the position of the cube device in space.

Under conditions where there is no communication, all the data is stored in the internal memory of the cube and transmitted to the cloud later (via wireless via the application, or directly).

Fig. 3 is a simplified pictorial illustration showing two holding hand positions 300 and 302 for holding a cube device for fine hand motor movement training, in accordance with an embodiment of the present invention.

In these modes, the user is offered different practice and game options. For example a game involving thumb practice called "Practice Thumbits" or (THUMB IT). The idea comes from a gadget cube that requires different switches and buttons to be applied to the cube faces, because in this cube, since it is smart, two way communication is effected by at least one digital touch screen (Fig. 2). The screen(s) 204, 205, 206, 207, 208, 209 and, 210) is/are operative to display color stimuli on the screen, such as a colored dot 301, such that the user slides with a thumb 303 between the different stimuli (dot 301 and button 304) according to their appearance on the screen (as shown in the figures).

The purpose of the practice: -the thumb is the most important finger in the palm of the hand to hold and use objects for function. In a situation of impaired functioning of the fingers, it is critical that the thumb succeeds in functioning even minimally, enough for functioning. For example, there are people who can operate a motorized wheelchair with only the thumb.

Fig. 4 is a simplified pictorial illustration showing another holding method 400 for holding a cube device for fine hand motor movement training, in accordance with an embodiment of the present invention.

This holding method enables practice of a memory game, for example. It's based on the principles of classic memory games. There are 6 colors in our cube (6 faces). The sides of the cube are lit up one by one in ascending sequence (one face, two faces, three sides, and so on). The user needs to notice and repeat the sequence by pressing with his finger, no matter which finger, on the correct color / face.

If he/she is wrong, the sequence begins from the beginning, again.

The goal of the exercise: In addition to improving fine motor skills, the game also improves working memory and speed of perception.

The cube collects data on the longest sequence he could remember and a number of errors during the exercise (as shown in the figure).

Fig. 5 is a simplified pictorial illustration showing another holding method 500 for holding a cube device for fine hand motor movement training, in accordance with an embodiment of the present invention. This holding method enables a game called "play agility". A colored dot 501 appears on one of the sides of the cube, one point at a time. The user needs to click on this point as fast as he/she can with one of his fingers 502 or thumb 504. When the point is clicked, the point disappears and another point appears on the cube. The dots can appear anywhere on the cube and the various faces.

The goal of the practice: In addition to improving the fine motor, the game also works on agility and visual attention (to catch the stimulus in time.(

The cube will collect data on the speed of the reaction (how quickly he could press the point) during the exercise (as shown in the figure).

The cube of the present invention is configured to:

1. broadcast to the mobile device 104;

2. Switch between screens;

3. Activate the touch screens; and

4. Change the screen display and/or change between screens as a result of moving the cube.

The cubes of the present invention are designed to enable fine hand movement rehabilitation.

The cubes of the present invention are configured to provide continuity of display activity between the screens, such that when one goes out of action, due to movement of the cube, a different one gets activated. This means that a user can always see an active screen. The cubes of the present invention are configured to for easy grasp in the palm of a single hand.

The screens of cubes of the present invention are configured to withstand scratching and breakage due to dropping/falling.

The cubes of the present invention are configured to transmit in telemetry the user's performance in real-time in order to monitor and adjust the content provided to the user.

The cubes of the present invention are designed to be of a low weight configured for easy grasp in the palm of a single hand.

The cubes of the present invention are constructed and configured to provide a screen refresh rate that matches the limitations of human sensory perception. In the cube products of the present invention, the screen refresh rate is modifiable, depending on the user's limitations.

Each of these games has have an application simulation of how to use the cube, which will include a demonstration of how the cube is illuminated and the user must rotate it / click on it to move from step to stage.

Fig. 6 is a simplified pictorial illustration showing a system 600 comprising a cube device 102 for fine motor movement training and at least one communication device 103, in accordance with an embodiment of the present invention.

Using the cube device Online:

This mode allows you to perform all the exercises described in the standalone mode and in addition to 3 free games that the cube is used to activate. These are custom versions of familiar network games. With the cube, the way of performing the game is different than normal - not with the finger on the screen as the user is, but the cube serves as a joystick, as described below.

a) Person run - the familiar game. A person has to move through the maze and eat all the points, while escaping from the evil creatures. The movements affect the Pacman movement - backwards and forwards.

b) A warrior run - Run the maze-a warrior runs through a maze and flees from bad people. He must move through the maze quickly, jump and crawl over and under various obstacles. The movements of the cube affect the movement of the warrior - right to left, jump and prostration.

c) Cross the Road - a bird trying to cross the road, while maneuvering between moving obstacles. The movements of the cube affect the movement of the bird - forward, backward and sideways.

In this mode of practice, the cube faces are used as screens that continue each other. The stimulus moves on the cube used as a joystick. This means that if the stimulus (e.g. run in the maze) should turn / move right, the user should rotate the cube to the right, if the stimulus has to move / move left the user should rotate the cube to the left, On the side of the cube from the top and to pass under the obstacle of thumb / finger movement will be from top to bottom on the side of the cube.

Each game will be adapted to use the cube as a joystick similar to the one shown above. At the beginning of each game, an application simulation will appear on how to use the cube as a joystick.

The user can, according to some embodiments, purchase additional games at the app stores. Developers and publishers will be able to build and develop dedicated games or match existing games, in coordination with us. All the games that will enter the app stores (Google / Apple) will then be evaluated by an occupational therapist that is indeed suitable for the cube and the needs it is fulfilling.

Fig. 7A is a simplified pictorial illustration 700 showing a screen shot 702 on cube device with its associated holding method for fine hand motor movement training, in accordance with an embodiment of the present invention.

Fig. 7B is a simplified pictorial illustration 710 showing a screen shot 712 on cube device with its associated holding method for fine hand motor movement training, in accordance with an embodiment of the present invention.

Fig. 7C is a simplified pictorial illustration 720 showing a screen shot 722 on cube device with its associated holding method for fine hand motor movement training, in accordance with an embodiment of the present invention.

Fig. 7D is a simplified pictorial illustration 730 showing a screen shot 732 on cube device with its associated holding method for fine hand motor movement training, in accordance with an embodiment of the present invention.

Fig. 8 is a simplified pictorial illustration showing a screen shot 802 on cube device with its screen shot 804 on a communication device 103 in a game for fine hand motor movement training, in accordance with an embodiment of the present invention.

Fig. 9A is a simplified pictorial illustration 900 showing a screen shot 902 on a communication device 103 of a personal profile in a method for fine hand motor movement training, in accordance with an embodiment of the present invention;

Fig. 9B is a simplified pictorial illustration 910 showing a screen shot 912 on a communication device l03of a game in a method for fine hand motor movement training, in accordance with an embodiment of the present invention.

Fig. 9C is a simplified pictorial illustration 920 showing a screen shot 922 of a progress report 924 of a user in a method for fine hand motor movement training, in accordance with an embodiment of the present invention.

REPORTS AND DOCUMENTATION FOR THE THERAPIST

The combination of the cube and the application will enable documentation, that may include, for example:

a) Practice times - date of practice, duration of practice (including) b) The nature of the exercise - what games to use and how much time you practiced in each game.

c) The level of success in the practice - in each game the cube collects different data (cube device rotation speed, stimulus level accuracy, response speed, number of disqualifications) and weighs them to a general score in percentages. This score can indicate a user's progress in each practice.

d) Depending on the level of success, the app will be able to offer the user more practice in games depending on his level of success.

e) The app and the cube can tell whether the cube is in the patient's hand or not. In such a situation, it may have fallen from his hand or is on the table. The cube will not work in this mode. And the application records these conditions.

f) Subjective indicators of the user - difficulty level and level of satisfaction with the practice / use.

g) The application and cube device encourages the user to continue practicing by voice, visual (text or gesture) and vibration feedback.

The user receives reminders to practice every few minutes, and receives pop up messages like "Past X time since the last time you practiced ...".

Practitioners - occupational therapists - are able to produce reports on their patients who use the dice, they can track the perseverance in the practice and progress of the user. It may offer games, encourage practice and adjust an organized training program.

It is possible to perform a real-time session (remote rehabilitation), such a session allow the therapist to see in real time the patient practicing the cube and thus be able to guide him to more efficient use. The handler can remotely connect to the user's application and select games for him, and a screen appears with a simulation of the cube. The patient can only hear the therapist (not sure we want him to see him). Queuing and a video channel are enabled through the application.

Diagnostics and customization

The therapist who recommends the use of the system fills out a personal questionnaire to diagnose the patient and adjust the treatment. Sample questionnaire:

Table 1- Sample Questionnaire

All of these questions are answered on a scale and the user must indicate the degree of his or her agreement on the scale. (Answering questions is an indication of the ability of fine motor).

After several exercises the user uses the system, we accumulate enough information about his / her performance to determine his actual level of functioning and determine which matches are appropriate for him.

The system adjusts the level of the game to the level and ability of the user. The difficulty level of each game is determined by a certified occupational therapist for the total abilities required in the game from the user - requirements such as accuracy, time limit, response speed, etc.

Artificial Intelligence (AI) / Big Data

The user may further be diagnosed interactively by the system (such as system 100, Fig. 1), which will adapt a personal treatment plan for each patient based on the characteristics and accumulated experience of the system and the multiplicity of information of the different users and their success in different types of practice.

The system also offers a follow-up report to an accompanying professional to complement and empower the escort process as part of a collaboration with therapists, as well as a future AI system that crosses users' data and can identify trends in ways of using it,

The systems and methods of the present invention enhance and improve patient/user responsiveness and patient treatment compliance.

Adherence to treatment programs and the instructions of the caretaker is crucial to the success of the treatment. Many factors influence the patient's response to medical treatment programs. Routine treatments in occupational therapy create boredom and lack of interest in patients, which affects the responsiveness and success of the process. In many cases, the therapist is not aware of the fact that the patient did not perform the program that was planned for him. For example, in the United States, 50-65% of patients found low response to home-based practice programs.

The product developed from a number of factors investigated and found to be effective in improving responsiveness:

a) Creating a high level of interest by playing games and challenges, allowing persistence that contributes to the patient's habit and education

b) Dependence on a particular place and time for practicing c) Personalization and personalization - updated throughout the use and practice itself at all times

d) The possibility of integrating individual therapy in parallel with the use of a cube - with an occupational therapist.

e) Personal experience, receiving immediate feedback and reinforcement and a sense of achievement and improvement in a short time.

f) Providing immediate information, including tracking and analyzing performance and caregivers, including the patient's level of responsiveness and adherence to the treatment plan.

The technologies underlying the product (examples)

Hardware- the cube device comprises components that use data-absorbing technology from the user: 1. Data input by OLED touch screens to save power

2. Data from Accelerometers

3. Data from the Gyroscope components

According to some embodiments of the present invention, the voltage supply is by internal single cell battery (3.7V) of the LIPO type with a capacitance of 350- 500mAh. Charging the battery is done by using a connector or charging points (by cradle Cradle) or by USB connection through a computer - maximum load of 500mA.

According to some further embodiments of the present invention, the transmission of the information is performed using BLE technology (BLE version will be 4.0 or 5.0). This is sufficient because the volume of information transmitted is very small and also for energy savings.

According to an embodiment of the present invention, the Accelerometer and Gyro units define the orientation of the cube device and calculates all the games and actions required of the patient/user.

The power unit typically provides the required voltages for all system units. This unit converts the voltages to the voltage levels required by the use of DC2DC and LDO technologies.

The processor (such as microcontroller 202, Fig. 2) is configured and constructed to manage 6 touch screens and is for example, an ARM (STM32 or MSP430).

Using OLED screens provides high quality display with low energy consumption.

SOFTWARE

According to some embodiments of the present invention, the software program is written in C + language, for example.

BSP Low Level is written to drivers of useful communications in the system such as drivers for SPI and I2C protocols.

Real Time Operation System (RTOS) is used to manage all interfaces of interrupts and to control all phases of the software, especially for managing the various interfaces that are supposed to work in parallel.

A Debug configuration such as SWD or JTAG is used to bum and control the software during the BRING UP phase. The cube device is configured to receive software updates by Cradle or by FOTA (File Over The Air).

Using FOTA is complex and requires a lot of memory from the processor to perform remote version uploads using an existing wireless network since the cube contains a BLE component. Communication is carried out by the module component (in the first phase) of the BLE.

Communication with the BLE module is done by simply connecting the UART to the processor that manages the transmissions from / to the cube.

Reference to the code according to standards and standard of writing software is according to the medical standard IEC60601-1 Ed.3.1 according to the new requirements for the writing of software for medical devices so that at the V & V we can meet the requirements of the standard.

The software is written using a work environment that fit the selected processor using compilers to write the code and bum to the processor.

The software controls the interrupts that come from the accelerometer units that indicate the direction of the cube.

Depending on the orientation of the cube, it is to be determined by the software which screen is active and which is not, and by doing so, touch modes are neutralized on a screen that is not relevant to this stage.

For example:

If screen 1 (205) is at the top (this means screen 6 (210) is below), in this mode the software inserts the screen and the TOUCH PANEL of screen 6 (which is down) to DISABLE because it is idle and by putting it into this mode it is not affected by touch (which also has a power saving here).

Most of the constraints are managed by the processor's Interrupt Handlers and the decision-making are according to a balloon scheme, to be determined in advance in the initial design stage of the system.

A decision-making process and responses are built according to the same balloon scheme that define constraints and make decisions.

Product components and components and principles of operation

The smart cube device is the heart of the present invention, through which the patient "plays" and practices his rehabilitation exercises as part of interactive games or activities. The principles of action were explained in above. The main components are described below and in the chart.

Micro controller - manages cube functions, measurements, control of screens and data communications.

The technology developed for the cube device controls 6 OLED screens with the Touch Panel.

The technology of connecting the screens is on the SPI channel, which is connected to the same bus so that each screen is "approved" by the CE (leg) supervised by the processor that makes the decisions according to the balloon scheme and decision making that is determined during the product characterization stage.

At the same time - each screen has its own Touch Panel which must have another communication type and is run on the I2C bus.

The complexity of "speech" and control of 6 touch screens which all have the same address (ADDRESSs) is challenging since all screens receive the referral because they are all routed with the same address.

The solution is a Multiplexer that is connected as an address extension and virtually any touch screen is "jolted" with another address foot which helps disable and return the touch screens.

The issue of energy consumption in the system is critical because of space constraints we have the possibility of using relatively small batteries in terms of capacitance - an assessment of the use of battery capacity between 300 - 500mAh.

Power consumption management is calculated in order to obtain the highest possible efficiency in order to prevent waste of energy, so it is very important to choose vehicles that provide the highest power given according to the needs of the current to which the device are designed.

The use of BOOST technologies or the use of BUCK BOOST technology is a critical stage that is decided at the initial stage of calculation.

The calculation of power consumption is very critical in the product, and the current consumption of the battery must be taken into account in order not to inflate or to have a decrease in power due to misuse.

The power consumption planning should not exceed 1C of the battery to keep it "fresh" over time.

Using a LiPo battery uses an appropriate charger that charges the battery at a rate that will need to be about half an amp charging because of the required battery size.

Using the Accelerometer and Gyro is necessary in order to determine the orientation of the cube.

In fact, all the calculations and games are based on the information that is transmitted to the CPU using SPI broadcasts.

Making the decision of the product (for example, a screen above) requires the Accelerometer to provide this information. Traffic in space is provided in the Gyro component which is disposed inside the cube device product, as well.

The choice of processor choice was calculated based on the calculations of the amount of I / O required and the ability to provide the quantity of interrupts that the product requires.

It is also required that the processor contain at least one SPI hardening channel and at least one I2C channel.

Due to high requirements for rapid information processing and rapid decision making requiring RTOS use, a processor with at least ARM CORTEX M4 is employed.

A 32 bit processor is selected. There are some companies that have 32 bit processors and can provide the response such as the Texas Instruments MSP430 family or the STM32 family of ST.

A clear advantage of the development process is the use of algorithms and resources for the production of similar products based on multiple screens. The Multi Display device opens the door to the development of many other products that do not exist today in the market.

Highlights of product performance specification, including quantitative data and block aggregation (hardware / software)

Non-limiting Exemplary Cube device Technical Specifications (such as cube 102, Fig. 1) are provided in Table 2.

Table 2 An exemplary specification of cube device 102 (Fig. 1).

The uniqueness and technological innovation and functionality

Technological innovation

Using a single-monitor connection to a single processor and managing an extreme set of decisions in a very short time.

Control the operation of screens according to the direction of the cube.

Realizing complicated software -hardware interfaces using complex assembly technologies due to the physical size of the card, which require use of complex circuit editing and using STACKED VIA and LASER VIA as well as using BLIND and BURRIED VIA. These constraints may lead to design and use BGA components with a 0.4- micron PITCH which is very challenging at the assembly stage of the product.

Displays a transition between different screens of the cube while making a very fast decision of the processor which needs to decide quickly:

· Where is the cube located?

• Quick decision making of the processor who is active and who is not using RTOS for quick decision making

• According to the position and the movement (control of GYRO) - the system knows where to move the point (in the game)

· Very complex mechanics including screens and touch screens in a relatively small place

NON-LIMITING EXEMPLARY SOFTWARE SPECIFICATION

Table 3. Exemplary Software specification for system 100 (Fig. 1). FUNCTIONAL INNOVATION

Customized exercises set - The system can identify the user's basic level of functioning and current ability. Due to the possibility of the feedback embedded in it in its ability to adapt itself to a varying level of difficulty that is updated according to the current level of competence of the user.

Progress tracking - The feedback embedded in the cube device enables mapping of strengths and weaknesses in performance and reflect this to the user, thus creating a drive for continuous improvement in performance. In situations where there is no progress in the occupational clinic, the intervention can be performed because the user's performance also appears in the system with it, and based on this information, make adjustments and corrections to make the most of the practice.

Diversity and interest - an incentive for continuous use. By interfacing the cube with the application, the number of games is varied and can be constantly increased and upgraded. You can customize many games for use with the cube and invent more and more games later. Another point is that some of the games are an updated version of familiar past games and from this familiarity may grow interest in persisting in the practice for a long time, and improve the performance of the delicate manicure of the palm.

Data collection - the creation of a broad database, through which the populations using the cube can be characterized and mapped, information that can be used in studies and optimal treatment plans.

Reports for therapists - the system includes tracking and data collection, reporting to therapists and a database that can be used to develop innovative treatment programs based on evidence based results.

Telemedicine - enables remote monitoring of patients without face-to-face interaction as part of modem medicine. People are interested in cheap and accessible rehabilitation, which can be done anytime, anywhere, without losing work days, without travel, without the need for physical access to major rehabilitation facilities, and without waiting in queues.

Contribution to the health system - the medical system benefits from reduced load and increased adherence, which improves the quality of treatment.

Games - Developing dedicated games to restore the delicate motor skills of the palm and fingers. Are specially designed to practice and improve abilities such as coordination, agility, accuracy, separation of movement and more. The games are adapted by the Occupational Therapy Center, which also combines basic cognitive abilities such as memory, visual attention, response speed and more.

The usefulness of games and technology

In recent years, various products have been developed and many studies have been conducted which examined and demonstrated the contribution of various technologies to motor and cognitive rehabilitation. In the case of people after a stroke, it has been shown that the use of technologies that combine play and repetitive activity may not only preserve the condition (as previously thought) but also improve and restore functions that would appear to have been lost.

The use of virtual reality and the reality of lamination using instrumental instruments has been very common in recent years, in light of their proven efficiency in accelerating the rehabilitation process by increasing the training and self-training of the rehabilitator.

There is also a growing interest in products that document the performance of the patient, so that his or her progress can be measured objectively, and the therapist can also monitor the progress on the remote control.

The use of games is also increasing because of their effectiveness in increasing the patient's active participation in the rehabilitation process, which leads to more effective rehabilitation.

The combination of gameplay, technology (often using biofeedback) and hands sensory manipulation makes every physical effort an enjoyable challenge and has been shown to contribute to neurological rehabilitation in general and to gentle motor mechanics in particular.

The development of these trends is natural in light of the perception and understanding that our brain is plastic and can change even after a significant damage to the nervous system.

The importance of continuous practice

Neuroplasticity is the ability of the brain to "rewire" its orbits (that is, the three-dimensional network of connections between brain cells). This new wiring creates a new 'brain map' that targets a certain skill. Animal studies have shown that about 400-600 reps per day are needed to perform a functional task (such as a gentle grip on an object) to create a new wiring between the brain cells that will replicate the new task and allow it to be repeated or improved. Medical studies among people after a stroke have shown that neuroplastic changes in the motor cortex and central nervous system are related to the re-acquisition of motor skills in the affected limb.

In order to generate brain plasticity, intensive daily practice is required, but the usual duration of standard (standard) treatment, whether in physiotherapy, occupational therapy, speech therapy, or behavioral therapy, is about an hour. Recent studies have shown that in most of these treatments, the critical number of repetitions is not performed on the practice necessary to induce structural change in brain wiring. For example, in a recent study in the Journal of Rehabilitation Research and Development, in which the researchers quantified the number of exercises and classifications performed during physical treatments for patients with traumatic brain injury (TBI) and ischemic stroke, the number of repetitions of motor skills exercises of the hands Ranges from 40-60 repetitions to treatment, significantly below the threshold of hundreds of exercises for treatment needed to generate neuroplasticity.

Therefore, most of the required training should be performed outside the clinic and beyond the treatments the patient participates in, and most of the practice should be performed independently by the patient himself under the guidance of the therapist. However, in practice, most patients find it difficult to persist in their training program. This is because they perceive the practice as dull and pointless because of its repetitive nature. Games, combining pleasure and experience, have been shown to contribute to the high motivation to practice with multiple repetitions, essential to the rehabilitation process.

THE EXPECTED CONTRIBUTION OF THE CUBE SYSTEM TECHNOUOGY

Rehabilitative treatments in their current form do not usually provide enough repetitive practice to produce maximum neuroplasticity and maximum functional improvement, so there is a movement among those engaged in physical rehabilitation seeking solutions to create "massed practice" and therefore there are increasing trends To introduce the use of technology and gamification to make coaching more attractive to users and to record and track their progress. Thus, we actively recruit the patient to the rehabilitation process and increase his awareness of his condition and progress so that he can maintain high motivation over time in the long run. Various studies illustrate the need for repeated practice to achieve functional improvement among people with physical disability. Practice will change the necessary critical threshold cannot usually be realized and exhausted during the usual treatment of physiotherapy, occupational therapy, etc. in rehabilitation centers.

A device similar to Cubit's cube of practice, provides a response by allowing practice at all times (in light of its small size and low weight, which can be easily carried anywhere). The person suffering from the disorder greatly expands the ability to perform repetitive skill exercises in a quantity that crosses the required threshold in order to achieve a functional improvement in the practiced skill in a fun and challenging manner that enables the therapist to monitor the nature of the practice and control it from a distance so that the user maintains a positive trend in his functional state in the long run.

Cube device training leads to improvements in hand function measurements with an emphasis on fine motor, which leads to an improvement in their daily functioning by performing gentle hand operations, which contributes to improvements in quality of life and satisfaction with life.

Cube Device Main Competitive Advantages:

a) Easy to carry and use practically anywhere;

b) Does not require use of heavy complex equipment;

c) Does not require appointments or visits;

d) One size fits all -software allows personalized therapy; e) Online feedback and tracking -by user and therapists;

f) Fits tele-rehabilitation programs and payers coverage; and g) Focused on fine motor skills and in-hand manipulation.

The references cited herein teach many principles that are applicable to the present invention. Therefore the full contents of these publications are incorporated by reference herein where appropriate for teachings of additional or alternative details, features and/or technical background.

It is to be understood that the invention is not limited in its application to the details set forth in the description contained herein or illustrated in the drawings. The invention is capable of other embodiments and of being practiced and carried out in various ways. Those skilled in the art will readily appreciate that various modifications and changes can be applied to the embodiments of the invention as hereinbefore described without departing from its scope, defined in and by the appended claims.