Your new experience awaits. Try the new design now and help us make it even better

ORIGINAL RESEARCH article

Front. Rehabil. Sci.

Sec. Interventions for Rehabilitation

Volume 6 - 2025 | doi: 10.3389/fresc.2025.1653302

Beyond the Joystick: Deep Learning Games for Hand Movement Recovery

Provisionally accepted
Vrinda  AcharyaVrinda AcharyaHirakjyoti  RoyHirakjyoti RoySurekha  KamathSurekha KamathAneesha  Acharya KAneesha Acharya K*
  • Manipal Academy of Higher Education, Manipal, India

The final, formatted version of the article will be published soon.

Abstract—This research focuses on utilizing Deep Learning (DL) techniques for hand and gesture recognition, mainly targeting hand rehabilitation programs. The application aims to improve cognitive functions and hand-eye coordination through engaging and gamified mental exercises by accurately tracking hand movements and gestures. Pre-trained hand recognition models are used extensively, using Convolutional Neural Networks (CNNs), and several old arcade games are reimplemented as game exercises. This work also incorporates a score-based system for easy progress tracking, among other metrics. The MediaPipe Library, open-sourced by Google, for implementing hand and gesture recognition models, is used for hand tracking and gesture recognition. Four classic arcade games Pong, Tetris, Fruit Ninja, and a Virtual Keyboard have been reimagined and developed into gesture-controlled rehabilitation tools. The final web-based UI, the games, was built using the Phaser.js library. The system records metrics such as gesture recognition accuracy, with data from 15 sample participants showing consistent results. System Usability Scale (SUS) study was employed to evaluate the usability of virtual hand-tracking games. A one-sample t-test against the benchmark score was conducted to determine whether the system’s usability exceeded the accepted industry standard. The study documented the viability of monocular camera-based computer vision for dexterity recovery, offering a low-cost, accessible, and engaging therapeutic platform compared to alternative Low-Cost Hand Rehabilitation Tools. Implementing games and integrating the controls for these games with the gesture recognition module seems to prove the proof-of-concept feasibility study that mono camera-based computer vision techniques can be used for dexterity exercises in future.

Keywords: deep learning, gesture recognition, Hand Rehabilitation, Cognitive Function, Convolution Neural Networks

Received: 27 Aug 2025; Accepted: 16 Oct 2025.

Copyright: © 2025 Acharya, Roy, Kamath and Acharya K. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Aneesha Acharya K, ak.acharya@manipal.edu

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.