From the Classroom to the International Stage: BU Students Develop a Stroke Rehabilitation Game, Winning First Runner-Up
Combining creativity, design, and technology to create real-world impact for patients

Wed, 10 Jun 2026  |  1459 views
From the Classroom to the International Stage: BU Students Develop a Stroke Rehabilitation Game, Winning First Runner-Up

 

Technology knowledge is not limited to writing programs or developing software — it can also be leveraged to genuinely improve people's quality of life. This is precisely what two students from the School of Engineering, Artificial Intelligence Engineering and Data Science Program, demonstrated: Miss Yonwaree Kanjasan and Miss Julia Yrjoelae (BU Creative Scholarship students, Class of 2024), who integrated their technology expertise with health rehabilitation science to win First Runner-Up at the NTU Hackathon: Innovating Functional Recovery, a collaboration between Nanyang Technological University (NTU Singapore) and Klongdinsor. This reflects the approach of the Artificial Intelligence Engineering and Data Science Program, which goes beyond technology learning in the classroom — encouraging students to apply their knowledge in AI, Data, Sensor, and Software to real-world challenges that create meaningful benefits for society.

          This competition is open to youth aged 18 and above to develop concepts and innovations applicable to real patient rehabilitation. Over 200 teams from various institutions applied, with only 50 advancing to the competition round.

 

 

How It All Began

It all began with two School of Engineering students, in Artificial Intelligence Engineering and Data Science Program, who had always kept a close eye on competition announcements and innovation development programs. When they came across the open call for participants, they decided to join forces and submit their work together. While neither had set their sights on a major prize, both saw the competition as an opportunity to learn and put their own abilities to the test.

 

 

In the qualifying round, teams were given a broad brief: design an innovation to assist in patient rehabilitation, whether as a device, application, or health product. The team researched common health problems and identified respiratory health and lung capacity as a growing area of concern — particularly given the impact of air pollution and PM2.5 dust. "From this idea, we developed AirLift, a smart lung exercise device. We built upon the traditional incentive spirometer that uses a ball to measure blowing force, replacing it with an air pressure sensor to enable more accurate tracking of training results through a smartphone application."

 

 

Beyond the device itself, the team also designed a gamification system to motivate patients to exercise their lungs consistently. "We believe that transforming repetitive rehabilitation activities into a fun, goal-oriented experience will improve treatment effectiveness and increase patient engagement in the recovery process."

 

 

Preparing for the Main Competition

When they advanced to the main round, the challenge proved more demanding than expected. Teams were given a new brief: design a game to assist in the rehabilitation of stroke patients — one of the most serious conditions affecting the mobility and quality of life of millions worldwide. The task involved using sensors connected to a game controller (Plakod) to give patients a means of interactive play.

 

 

"The competition spanned two days. On the first day, we received intensive training from physical therapy specialists, medical personnel, and actual patients to understand the nature of the disease, rehabilitation approaches, and daily life limitations at different stages of recovery. We also learned about various sensor technologies — from motion-angle sensors and movement-detection switches to lighting systems and electronic components that could be applied in designing rehabilitation games."

 

 

"One of the most important activities was analyzing patient behavior from real videos. We had to closely observe movement details — lifting the arm, bending the wrist, gripping, reaching for objects — to understand how each patient's limitations differ." One student added: "We had no medical background whatsoever before this. We used to think that if a patient could lift their arm, they were already improving. But after learning from real specialists, we realized that small details like grip strength, wrist rotation, and range of motion are all critical data points for assessing a patient's recovery."

 

 

Day 2: Building the Game

Once all problem statements and knowledge sessions were completed, Day 2 of the competition became the time for participants to develop their actual projects under a tight deadline. "As AArtificial Intelligence Engineering and Data Science students, we chose to design a game for stroke patients who are able to continue their rehabilitation at home, focusing on the exercise of the wrists, arms, and shoulders through the use of motion-sensing devices. The game concept was inspired by the familiar fruit-slashing game genre — players control a sword to slice fruits and dodge obstacles through arm and wrist movements, with each motion carefully designed to align with physiotherapy principles. This game aims to transform physical therapy from a repetitive routine into an engaging, goal-driven activity that allows patients' progress to be tracked continuously."

 

 

The Experience Gained Was Worth More Than the Award

Although neither student had ever developed a game before, through intense learning and teamwork throughout the competition, the team successfully built a game prototype using Unity within just one day. "Beyond the pride we feel in the award, we believe the most valuable experience was learning from real-world problems, hearing perspectives from patients, medical staff, and specialists across multiple fields — all of which opened a new worldview for us about designing technology for people."

 

 

A Message to Those Who Want to Compete

Finally, the students shared a message for anyone interested in competitions or innovation development: "Many times we feel we're not skilled enough or not ready yet. But if we never try, we'll never know what we're capable of. Every competition is a learning opportunity -whether you win an award or not, what you take back is experience, knowledge, and new perspectives you can build upon in the future."

 

 

This achievement not only reflects the innovative potential of the new generation of students from the School of Engineering, Artificial Intelligence Engineering and Data Science Program, but also demonstrates the power of interdisciplinary learning — where technological knowledge can be applied to create tangible benefits for society and meaningfully improve people's quality of life.

 

 


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