3,313 research outputs found

    Stroke Patient Rehabilitation: A Pilot Study of an Android-Based Game

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    Background Cerebral vascular accidents (strokes) are the primary cause of disability worldwide and the second leading cause of death both in the Philippines and internationally. In recent years, a number of computer-based applications have been developed to assist in the stroke recovery process. Aim This article discusses an Android-based tablet game, FINDEX, that aids in the rehabilitation process of stroke survivors with impaired fine motor skills. Method FINDEX was designed and developed in the Philippines. The game contains assessment and monitoring support for tracking the patient’s progress in terms of fine finger dexterity, for example, finger control, isolation and coordination, and range of motions. The baselines for data comparison and analysis were gathered through an initial test with subjects with normal hand function. Three stroke survivors then participated in a pilot study, using the game for a total of nine testing sessions. Results Objective measures showed that patients’ dexterity did in fact improve, although it is not possible to draw strong conclusions because of the small sample size. In subsequent interviews, patients indicated that they believed that the games helped in their recovery and said that they preferred playing with the game over performing the standard therapeutic activities. Conclusion The development of this game and the preliminary findings from the pilot study suggest that games may indeed be effective instruments for therapy

    Augmented reality system with application in physical rehabilitation

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    The aging phenomenon causes increased physiotherapy services requirements, with increased costs associated with long rehabilitation periods. Traditional rehabilitation methods rely on the subjective assessment of physiotherapists without supported training data. To overcome the shortcoming of traditional rehabilitation method and improve the efficiency of rehabilitation, AR (Augmented Reality) which represents a promissory technology that provides an immersive interaction with real and virtual objects is used. The AR devices may assure the capture body posture and scan the real environment that conducted to a growing number of AR applications focused on physical rehabilitation. In this MSc thesis, an AR platform used to materialize a physical rehabilitation plan for stroke patients is presented. Gait training is a significant part of physical rehabilitation for stroke patients. AR represents a promissory solution for training assessment providing information to the patients and physiotherapists about exercises to be done and the reached results. As part of MSc work an iOS application was developed in unity 3D platform. This application immersing patients in a mixed environment that combine real-world and virtual objects. The human computer interface is materialized by an iPhone as head-mounted 3D display and a set of wireless sensors for physiological and motion parameters measurement. The position and velocity of the patient are recorded by a smart carpet that includes capacitive sensors connected to a computation unit characterized by Wi-Fi communication capabilities. AR training scenario and the corresponding experimental results are part of the thesis.O envelhecimento causa um aumento das necessidades dos serviços de fisioterapia, com aumento dos custos associados a longos períodos de reabilitação. Os métodos tradicionais de reabilitação dependem da avaliação subjetiva de fisioterapeutas sem registo automatizado de dados de treino. Com o principal objetivo de superar os problemas do método tradicional e melhorar a eficiência da reabilitação, é utilizada a RA (Realidade Aumentada), que representa uma tecnologia promissora, que fornece uma interação imersiva com objetos reais e virtuais. Os dispositivos de RA são capazes de garantir uma postura correta do corpo de capturar e verificar o ambiente real, o que levou a um número crescente de aplicações de RA focados na reabilitação física. Neste projeto, é apresentada uma plataforma de RA, utilizada para materializar um plano de reabilitação física para pacientes que sofreram AVC. O treino de marcha é uma parte significativa da reabilitação física para pacientes com AVC. A RA apresenta-se como uma solução promissora para a avaliação do treino, fornecendo informações aos pacientes e aos profissionais de fisioterapia sobre os exercícios a serem realizados e os resultados alcançados. Como parte deste projeto, uma aplicação iOS foi desenvolvida na plataforma Unity 3D. Esta aplicação fornece aos pacientes um ambiente imersivo que combina objetos reais e virtuais. A interface de RA é materializada por um iPhone montado num suporte de cabeça do utilizador, assim como um conjunto de sensores sem fios para medição de parâmetros fisiológicos e de movimento. A posição e a velocidade do paciente são registadas por um tapete inteligente que inclui sensores capacitivos conectados a uma unidade de computação, caracterizada por comunicação via Wi-Fi. O cenário de treino em RA e os resultados experimentais correspondentes fazem parte desta dissertação

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Development of Virtual Reality Games for Motor Rehabilitation

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    Motor rehabilitation is a long term, labor intensive and patient-specific process that requires one-on-one care from skilled clinicians and physiotherapists. Virtual rehabilitation is an alternative rehabilitation technology that can provide intensive motor training with minimal supervision from physiotherapists. However, virtual rehabilitation exercises lack of realism and less connected with Activities of Daily Livings. In this paper, we present six Virtual Reality games that we developed for 5DT data glove, 1-DOF IntelliStretch robot and Xbox Kinect to improve the accessibility of motor rehabilitation

    An Overview of Self-Adaptive Technologies Within Virtual Reality Training

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    This overview presents the current state-of-the-art of self-adaptive technologies within virtual reality (VR) training. Virtual reality training and assessment is increasingly used for five key areas: medical, industrial & commercial training, serious games, rehabilitation and remote training such as Massive Open Online Courses (MOOCs). Adaptation can be applied to five core technologies of VR including haptic devices, stereo graphics, adaptive content, assessment and autonomous agents. Automation of VR training can contribute to automation of actual procedures including remote and robotic assisted surgery which reduces injury and improves accuracy of the procedure. Automated haptic interaction can enable tele-presence and virtual artefact tactile interaction from either remote or simulated environments. Automation, machine learning and data driven features play an important role in providing trainee-specific individual adaptive training content. Data from trainee assessment can form an input to autonomous systems for customised training and automated difficulty levels to match individual requirements. Self-adaptive technology has been developed previously within individual technologies of VR training. One of the conclusions of this research is that while it does not exist, an enhanced portable framework is needed and it would be beneficial to combine automation of core technologies, producing a reusable automation framework for VR training

    Assessment of joint parameters in a Kinect sensor based rehabilitation game

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    Copyright © 2019 ASME. A Kinect sensor based basketball game is developed for delivering post-stroke exercises in association with a newly developed elbow exoskeleton. Few interesting features such as audio-visual feedback and scoring have been added to the game platform to enhance patient’s engagement during exercises. After playing the game, the performance score has been calculated based on their reachable points and reaching time to measure their current health conditions. During exercises, joint parameters are measured using the motion capture technique of Kinect sensor. The measurement accuracy of Kinect sensor is validated by two comparative studies where two healthy subjects were asked to move elbow joint in front of Kinect sensor wearing the developed elbow exoskeleton. In the first study, the joint information collected from Kinect sensor was compared with the exoskeleton based sensor. In the next study, the length of upperarm and forearm measured by Kinect were compared with the standard anthropometric data. The measurement errors between Kinect and exoskeleton are turned out to be in the acceptable range; 1% for subject 1 and 0.44% for subject 2 in case of joint angle; 5.55% and 3.58% for subject 1 and subject 2 respectively in case of joint torque. The average errors of Kinect measurement as compared to the anthropometric data of the two subjects are 16.52% for upperarm length and 9.87% for forearm length. It shows that Kinect sensor can measure the activity of joint movement with a minimum margin of error

    PhysioAR: smart sensing and augmented reality for physical rehabilitation

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    The continuous evolution of technology allows for a better analysis of the human being. In certain medical areas such as physiotherapy is required a correct analysis of the patient's evolution. The development of Information and Communication Technologies and recent innovations in the Internet of Things opens new possibilities in the medical field as systems of remote monitoring of patients with new sensors that allow the correct analysis of the health data of patients. In physiotherapy one of the most common problems in the application of treatments is the patient demotivation, something that today can be reduced with the introduction of Augmented Reality that provides a new experience to the patient. For this purpose, a system was developed that combines intelligent sensors with Augmented Reality application that will help monitor patient performance. This system is capable of monitoring lower limb movements acceleration, knee joint angle, patient equilibrium, muscular activity and cardiac activity using electromyography and electrocardiography with a wearable set of tools for easy utilization.A evolução continua da tecnologia permite cada vez mais uma melhor análise do ser humano. Em certas áreas médicas, como a fisioterapia, é necessária uma correta análise da evolução do paciente. O desenvolvimento das Tecnologias de Informação e Comunicação, e as inovações no domínio de Internet das Coisas novas possibilidades no ramo da medicina, como sistemas de monitorização remota de pacientes com novos sensores que permitem a correta análise dos dados de saúde dos pacientes. Na fisioterapia um dos problemas mais comuns na aplicação dos tratamentos é a desmotivação do paciente, algo que hoje pode ser reduzido com introdução da aplicação da Realidade Aumentada que proporciona uma nova experiência ao paciente. Para isso nesta dissertação foi desenvolvido um sistema que combina sensores inteligentes com Realidade Aumentada que vai ajudar o paciente monitorizando o seu desempenho. Este sistema é capaz de monitorizar o ângulo do joelho, captar acelaração de movimentos dos membros inferiores, equilíbrio do paciente, atividade muscular e atividade cárdica usando electromiografia e electrocardiografia num conjunto wearable de fácil utilização
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