[LUM#17] High-tech therapies: treatments and entertainment

Innovation in healthcare takes unexpected turns when it moves beyond medication. Using music and games, the EuroMov Digital Health in Motion* research unit is developing cutting-edge therapeutic treatments for movement rehabilitation.


“A king without entertainment is a man full of misery.” Pascal’s thought may have inspired the movement science researchers at EuroMov DHM, as many of their innovations combine treatment with entertainment. First and foremost through music, whose benefits for walking and balance inspired the BeatMove smartphone app. “By imposing an external rhythm, music improves the gait of people with Parkinson’s disease,” explains Benoît Bardy, a professor of movement and health sciences. Together with his team, he is developing software capable of adaptively synchronizing music with walking pace.

In practice, the patient needs to bring their smartphone and headphones, as well as insoles equipped with motion sensors. “During the first minute of walking, the
algorithmdetects the characteristics of the stride to configure the app and select the song that matches, explains Benoît Bardy. The BeatMove software draws from a database of nearly 600 songs to find the one that matches the right pace. Since the goal is not to disrupt the walker’s rhythm, they can choose from five music genres: pop, rock, classical, pop-rock, and jazz.

Halving the number of falls

“The major innovation of this algorithm is that it adapts the music’s tempo to the walker’s pace in real time. The app handles a 10–20% variation in pace to speed up or slow down the music without it being noticeable to the ear. Then, if the walker’s pace changes too drastically, the app automatically switches to a different track, explains Benoît Bardy. The music selection was developed in collaboration with Ghent University in Belgium to cover a very wide range. “The artificial intelligence used also allows the algorithm to anticipate movement, handle disruptive events such as stepping onto a curb, and manage changes in pace, such as when climbing stairs…, explains the researcher. BeatMove also gradually increases the pace in a subtle way to reach an optimal speed, calculated for each patient. This acceleration counteracts the tendency of people with Parkinson’s to slow down their walking, often out of caution or fear of falling.

The initial results are spectacular. In 2021, a study of 40 patients showed a 50% reduction in falls, improved gait stability, and a 20% increase in walking speed. A large-scale clinical study is currently underway nationwide involving 400 patients, conducted under the supervision of the Beau Soleil Clinic with Dr. Valérie Cochen de Cock to ensure that the beneficial effects are linked to the application of the treatment and not merely to the resumption of regular physical activity.

Distraction from the effort

With some twenty publications and a patent under its belt, the startup BeatHealth must now move forward with the commercialization phase of the Beat-Move app. Several improvements are already planned, notably the removal of external sensors to rely solely on those built into smartphones. Another initiative, in partnership with the I-Site’s “Companies on Campus” program and the Montpellier University Hospital (
), aims to offer this non-pharmacological solution to obese individuals to encourage them to engage in physical activity, leveraging the motivational power of music. Distracting from the effort is also the focus of another project initiated within EuroMov: the Medimoov therapeutic gaming platform for movement rehabilitation.

“The project began with PhD students at the Montpellier Laboratory of Computer Science, Robotics, and Microelectronics who were determined to demonstrate the positive effects of video games,” recalls Antoine Seilles, then a PhD student at the laboratory and now CEO of Naturalpad, the company founded to develop Medimoov. The group of young researchers then turned their attention to the benefits of dynamic video games for physical exercise, particularly in fall prevention and rehabilitation in nursing homes. Their project resonated with medical specialists, who observed that three-quarters of their elderly patients discontinue their rehabilitation, either because they are bored by repetitive exercises or because they fear getting hurt.

Piracy and the Conquest of Space

The challenge now is to design games that are both effective and fun. “Naturalpad is developing an iterative game design process, in collaboration with caregivers and patients, to fully understand therapeutic needs and gaming preferences, explains Antoine Seilles. Interviews with caregivers help identify the most effective movements for rehabilitation. “Occupational therapists want the player to use broad movements that engage both hands. Physical therapists, on the other hand, focus on precise movements for more targeted rehabilitation. “We also talk with the players to fully understand their preferences, says the developer. Because while caregivers rely on familiar game settings—such as a driving simulator—the patients themselves ask for piracy, space conquest, or even car racing with no speed limits! “Some patients wanted a hunting game—a request that wasn’t easy to reconcile with caregivers who were critical of the presence of weapons and the developers’ own reservations, as they’re generally opposed to hunting. In the end, our game features rabbits and wild boars shooting at balloons with hunters hanging from them… a solution that satisfies everyone!” laughs Antoine Seilles.

With a team of fifteen employees, Naturalpad is currently developing games for people with various medical conditions, particularly those with severe disabilities. Since its first game, *
*, was developed in 2011, the company now provides its games to 150 medical facilities, half of which are nursing homes.

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* EuroMov DHM (UM, IMT Mines Ales)