local phone or tablet, and after flow whenever a wireless connection is available. The size of the data stream only a few KB, so it is clear that such a small data streams can be easily in real-time, even if conditions are not met in the radio. When a wireless connection is not good, the user data stored in the local reasons, as the fourth case, to ensure the security of the data stream. Loss of health-related data in the transmission process is unstable network we want to reduce the risk. 

Changes have been developed two game programs and meet the different preferences, users from the wind. Specifically, the user can choose to play the game ”monkey” game or ”little astronaut” in the past a user can control a little monkey named ”climb a tree” Looking for bananas and in the latter user control a small aerospace members perform spatial tasks. Figure 2 shows armstrokes two screenshots of the game. Game art is a fragment from a network resource [14,15]. Users through different rehabilitation exercise control of the game in animated characters. For example, the object of the forearm rotational movement is caused by the rotation of the monkey. In addition, real-time visual, audio and tactile feedback has been included in the game interactive and the user can select a different option in the game configuration. After each exercise test, the recovery results are displayed to the user, and automatically uploaded to the server. Users can also view their training history via the network. The data collected includes: date and time of exercise test; the test of time; the number of completed actions; motion distribution and performance. 

## 4 Conclusion 

In this paper, we propose a new collaborative practice-based naming system and mobile devices to provide real-time support for the recovery. Through it, we can not only relates to stroke survivors, their caregivers, therapists and doctors play an important role in the rehabilitation process. As a feedback capacitor-based mobile application, called armstrokes, we proposed to provide rehabilitation through interactive games limb rehabilitation. Users can get real-time stroke of visual, audio and tactile feed- back about their practice results, and see their performance. Caregivers, therapists and doctors can immediately monitor the rehabilitation process and practice outcomes for patients through the system, and then follow the patient through treatment such as reminders, encouragement and warning. 

