85 research outputs found

    Providing safer Virtual Reality experiences with the help of Brain-Computer Interfaces

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    University of Technology Sydney. Faculty of Engineering and Information Technology.With the introduction of Virtual Reality (VR) to the mass market, two of the most significant issues affecting its users have come to light: Virtual Reality Sickness and Postural Instability. These issues have lead to a low acceptance rate from consumers towards the VR market, preventing it from growing to its full potential. These issues affect everyone from VR application developers, research projects using VR for different purposes, and the average consumer who wants to use it for recreational purposes. This research project focuses on tackling these issues in two of the most common setups: stationary and non-stationary. Stationary setups already have a track of works that accurately detect both VR sickness and postural instability. Even VR sickness has a track of different creative methods to mitigate it once detected. Nevertheless, there isn’t a clear definition of what can be used to help if a user suffers from postural instability or even a fall. For that reason, this project developed and tested two different methodologies for balance recovery: auditory warning and turning the headset’s camera on. Results showed that these techniques activated up to 500 ms before the fall onset is enough to prevent users from losing balance. For mobile VR setups, it is unclear if the same detection methodologies as in stationary setups. Following previous works that use a combination of electroencephalography (EEG) and full-body motion capture suits, this research project intends to use these technologies to identify VR sickness and postural instability in mobile setups and their difference with stationary setups. The results confirmed that, on non-stationary setups, users’ postural instability could be measured by the changes in their Center of Mass and the changes in EEG signals. Results on VR sickness signals showed that other cognitive processes influence non-stationary VR signals compared to stationary VR signals. These findings can collectively set the building blocks for developing closed-loop systems that can adequately monitor users, detect the appearance of these issues, and provide a solution to either mitigate or avoid these issues. Ultimately, providing an overall safer VR experience to all VR users

    Ocular biomechanics modelling for visual fatigue assessment in virtual environments

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    The study objectively quantifies visual fatigue caused by immersion in virtual reality. Visual fatigue assessment is done through ocular biomechanics modelling and eye tracking to analyse eye movement and muscle forces into a visual fatigue index

    Advancing clinical evaluation and diagnostics with artificial intelligence technologies

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    Machine Learning (ML) is extensively used in diverse healthcare applications to aid physicians in diagnosing and identifying associations, sometimes hidden, between dif- ferent biomedical parameters. This PhD thesis investigates the interplay of medical images and biosignals to study the mechanisms of aging, knee cartilage degeneration, and Motion Sickness (MS). The first study shows the predictive power of soft tissue radiodensitometric parameters from mid-thigh CT scans. We used data from the AGES-Reykjavik study, correlating soft tissue numerical profiles from 3,000 subjects with cardiac pathophysiologies, hy- pertension, and diabetes. The results show the role of fat, muscle, and connective tissue in the evaluation of healthy aging. Moreover, we classify patients experiencing gait symptoms, neurological deficits, and a history of stroke in a Korean population, reveal- ing the significant impact of cognitive dual-gait analysis when coupled with single-gait. The second study establishes new paradigms for knee cartilage assessment, correlating 2D and 3D medical image features obtained from CT and MRI scans. In the frame of the EU-project RESTORE we were able to classify degenerative, traumatic, and healthy cartilages based on their bone and cartilage features, as well as we determine the basis for the development of a patient-specific cartilage profile. Finally, in the MS study, based on a virtual reality simulation synchronized with a moving platform and EEG, heart rate, and EMG, we extracted over 3,000 features and analyzed their importance in predicting MS symptoms, concussion in female ath- letes, and lifestyle influence. The MS features are extracted from the brain, muscle, heart, and from the movement of the center of pressure during the experiment and demonstrate their potential value to advance quantitative evaluation of postural con- trol response. This work demonstrates, through various studies, the importance of ML technologies in improving clinical evaluation and diagnosis contributing to advance our understanding of the mechanisms associated with pathological conditions.Tölvulærdómur (Machine Learning eða ML) er algjörlega viðurkennt og nýtt í ýmsum heilbrigðisþjónustuviðskiptum til að hjálpa læknunum við að greina og finna tengsl milli mismunandi líffærafræðilegra gilda, stundum dulinna. Þessi doktorsritgerð fjallar um samspil læknisfræðilegra mynda og lífsmerkja til að skoða eðli aldrunar, niðurbrot hnéhringjar og hreyfikerfissjúkdóms (Motion Sickness eða MS). Fyrsta rannsóknin sýnir spárkraft midjubeins-CT-skanna í því að fullyrða staðfest- ar meðalþyngdarlíkön, þar sem gögn úr AGES-Reykjavik-rannsókninni eru tengd við hjarta- og æðafræðilega sjúkdóma, blóðþrýstingsveikindi og sykursýki hjá 3.000 þátt- takendum. Niðurstöðurnar sýna hlutverk fitu, vöðva og tengikjarna í mati á heilbrigð- um öldrun. Þar að auki flokkum við sjúklinga sem upplifa gangvandamál, taugaein- kenni og sögu af heilablóðfalli í kóreanskri þjóð, þar sem einstök gangtaksskoðun er tengd saman við tvískoðun. Önnur rannsóknin setur upp ný tölfræðisfræðileg umhverfisviðmið til matar á hnéhringju með samhengi 2D og 3D mynda sem aflað er úr CT og MRI-skömmtum. Í rauninni höfum við getuð flokkað niðurbrots-, slys- og heilbrigðar hnéhringjur á grundvelli bein- og brjóskmerkja með raun að sækja niðurstöður í umfjöllun um sjúklingar eftir réttu einkasniði. Að lokum, í MS-rannsókninni, notum við myndræn tilraun samþættaða með hreyfan- legan grundvöll og EEG, hjartslátt, EMG þar sem yfir 3.000 aðgerðir eru útfránn og greindir til að átta sig á áhrifum MS, höfuðárás hjá konum sem eru íþróttamenn, lífs- stíl og fleira. Einkenni MS eru aflöguð úr heilanum, vöðvum, hjarta og frá hreyfingum þyngdupunktsins á meðan tilraunin stendur og sýna mög

    A review on ocular biomechanic models for assessing visual fatigue in virtual reality

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    With the wide spread of affordable virtual reality headsets, virtual environments are rapidly changing the way humans interact with reality. Understanding the effects of virtual environments on the mental and cognitive state is essential. In addition, defining methods for measuring and assessing visual fatigue in virtual environments is still needed. While eye movements are tightly coupled to the mental state, analysis of eye movement can add insights for safer virtual environments. Biomechanical analysis has been used extensively in the analysis of human movement. Simulation of different scenarios such as injuries and surgeries provided insights and solutions to problems that were otherwise impossible. This includes understanding the effects of changing insertion points of muscle on range of motion or how muscle activation can affect the motion produced. Extending the use of biomechanical simulation analysis into eye movement can be used to deepen our understanding of how virtual environments affect our visual and mental capabilities. This paper presents a thorough review on ocular biomechanics and ocular models in literature. We start with a brief introduction on the anatomy of the eye and eye kinematics. In addition, properties of the extraocular muscles (EOM) are described and the difference between EOMs and skeletal muscle is highlighted. The challenges facing biomechanical simulation and analysis of eye movement are presented along with the role of ocular models in assessing visual fatigue. Furthermore, the compatibility of available biomechanical tools to analyze ocular movements is discussed

    Clinical Decision Support Systems with Game-based Environments, Monitoring Symptoms of Parkinson’s Disease with Exergames

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    Parkinson’s Disease (PD) is a malady caused by progressive neuronal degeneration, deriving in several physical and cognitive symptoms that worsen with time. Like many other chronic diseases, it requires constant monitoring to perform medication and therapeutic adjustments. This is due to the significant variability in PD symptomatology and progress between patients. At the moment, this monitoring requires substantial participation from caregivers and numerous clinic visits. Personal diaries and questionnaires are used as data sources for medication and therapeutic adjustments. The subjectivity in these data sources leads to suboptimal clinical decisions. Therefore, more objective data sources are required to better monitor the progress of individual PD patients. A potential contribution towards more objective monitoring of PD is clinical decision support systems. These systems employ sensors and classification techniques to provide caregivers with objective information for their decision-making. This leads to more objective assessments of patient improvement or deterioration, resulting in better adjusted medication and therapeutic plans. Hereby, the need to encourage patients to actively and regularly provide data for remote monitoring remains a significant challenge. To address this challenge, the goal of this thesis is to combine clinical decision support systems with game-based environments. More specifically, serious games in the form of exergames, active video games that involve physical exercise, shall be used to deliver objective data for PD monitoring and therapy. Exergames increase engagement while combining physical and cognitive tasks. This combination, known as dual-tasking, has been proven to improve rehabilitation outcomes in PD: recent randomized clinical trials on exergame-based rehabilitation in PD show improvements in clinical outcomes that are equal or superior to those of traditional rehabilitation. In this thesis, we present an exergame-based clinical decision support system model to monitor symptoms of PD. This model provides both objective information on PD symptoms and an engaging environment for the patients. The model is elaborated, prototypically implemented and validated in the context of two of the most prominent symptoms of PD: (1) balance and gait, as well as (2) hand tremor and slowness of movement (bradykinesia). While balance and gait affections increase the risk of falling, hand tremors and bradykinesia affect hand dexterity. We employ Wii Balance Boards and Leap Motion sensors, and digitalize aspects of current clinical standards used to assess PD symptoms. In addition, we present two dual-tasking exergames: PDDanceCity for balance and gait, and PDPuzzleTable for tremor and bradykinesia. We evaluate the capability of our system for assessing the risk of falling and the severity of tremor in comparison with clinical standards. We also explore the statistical significance and effect size of the data we collect from PD patients and healthy controls. We demonstrate that the presented approach can predict an increased risk of falling and estimate tremor severity. Also, the target population shows a good acceptance of PDDanceCity and PDPuzzleTable. In summary, our results indicate a clear feasibility to implement this system for PD. Nevertheless, long-term randomized clinical trials are required to evaluate the potential of PDDanceCity and PDPuzzleTable for physical and cognitive rehabilitation effects

    Advancing Medical Technology for Motor Impairment Rehabilitation: Tools, Protocols, and Devices

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    Excellent motor control skills are necessary to live a high-quality life. Activities such as walking, getting dressed, and feeding yourself may seem mundane, but injuries to the neuromuscular system can render these tasks difficult or even impossible to accomplish without assistance. Statistics indicate that well over 100 million people are affected by diseases or injuries, such as stroke, Parkinson’s Disease, Multiple Sclerosis, Cerebral Palsy, peripheral nerve injury, spinal cord injury, and amputation, that negatively impact their motor abilities. This wide array of injuries presents a challenge to the medical field as optimal treatment paradigms are often difficult to implement due to a lack of availability of appropriate assessment tools, the inability for people to access the appropriate medical centers for treatment, or altogether gaps in technology for treating the underlying impairments causing the disability. Addressing each of these challenges will improve the treatment of movement impairments, provide more customized and continuous treatment to a larger number of patients, and advance rehabilitative and assistive device technology. In my research, the key approach was to develop tools to assess and treat upper extremity movement impairment. In Chapter 2.1, I challenged a common biomechanical[GV1] modeling technique of the forearm. Comparing joint torque values through inverse dynamics simulation between two modeling platforms, I discovered that representing the forearm as a single cylindrical body was unable to capture the inertial parameters of a physiological forearm which is made up of two segments, the radius and ulna. I split the forearm segment into a proximal and distal segment, with the rationale being that the inertial parameters of the proximal segment could be tuned to those of the ulna and the inertial parameters of the distal segment could be tuned to those of the radius. Results showed a marked increase in joint torque calculation accuracy for those degrees of freedom that are affected by the inertial parameters of the radius and ulna. In Chapter 2.2, an inverse kinematic upper extremity model was developed for joint angle calculations from experimental motion capture data, with the rationale being that this would create an easy-to-use tool for clinicians and researchers to process their data. The results show accurate angle calculations when compared to algebraic solutions. Together, these chapters provide easy-to-use models and tools for processing movement assessment data. In Chapter 3.1, I developed a protocol to collect high-quality movement data in a virtual reality task that is used to assess hand function as part of a Box and Block Test. The goal of this chapter is to suggest a method to not only collect quality data in a research setting but can also be adapted for telehealth and at home movement assessment and rehabilitation. Results indicate that the data collected in this protocol are good and the virtual nature of this approach can make it a useful tool for continuous, data driven care in clinic or at home. In Chapter 3.2 I developed a high-density electromyography device for collecting motor unit action potentials of the arm. Traditional surface electromyography is limited by its ability to obtain signals from deep muscles and can also be time consuming to selectively place over appropriate muscles. With this high-density approach, muscle coverage is increased, placement time is decreased, and deep muscle activity can potentially be collected due to the high-density nature of the device[GV2] . Furthermore, the high-density electromyography device is built as a precursor to a high-density electromyography-electrical stimulation device for functional electrical stimulation. The customizable nature of the prototype in Chapter 3.2 allows for the implementation both recording and stimulating electrodes. Furthermore, signal results show that the electromyography data obtained from the device are of high quality and are correlated with gold standard surface electromyography sensors. One key factor in a device that can record and then stimulate based on the information from the recorded signals is an accurate movement intent decoder. High-quality movement decoders have been designed by closed-loop device controllers in the past, but they still struggle when the user interacts with objects of varying weight due to underlying alterations in muscle signals. In Chapter 4, I investigate this phenomenon by administering an experiment where participants perform a Box and Block Task with objects of 3 different weights, 0 kg, 0.02 kg, and 0.1 kg. Electromyography signals of the participants right arm were collected and co-contraction levels between antagonistic muscles were analyzed to uncover alterations in muscle forces and joint dynamics. Results indicated contraction differences between the conditions and also between movement stages (contraction levels before grabbing the block vs after touching the block) for each condition. This work builds a foundation for incorporating object weight estimates into closed-loop electromyography device movement decoders. Overall, we believe the chapters in this thesis provide a basis for increasing availability to movement assessment tools, increasing access to effective movement assessment and rehabilitation, and advance the medical device and technology field

    Computational Intelligence in Electromyography Analysis

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    Electromyography (EMG) is a technique for evaluating and recording the electrical activity produced by skeletal muscles. EMG may be used clinically for the diagnosis of neuromuscular problems and for assessing biomechanical and motor control deficits and other functional disorders. Furthermore, it can be used as a control signal for interfacing with orthotic and/or prosthetic devices or other rehabilitation assists. This book presents an updated overview of signal processing applications and recent developments in EMG from a number of diverse aspects and various applications in clinical and experimental research. It will provide readers with a detailed introduction to EMG signal processing techniques and applications, while presenting several new results and explanation of existing algorithms. This book is organized into 18 chapters, covering the current theoretical and practical approaches of EMG research

    Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented review

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    Virtual reality (VR) can induce side effects known as virtual reality-induced symptoms and effects (VRISE). To address this concern, we identify a literature-based listing of these factors thought to influence VRISE with a focus on office work use. Using those, we recommend guidelines for VRISE amelioration intended for virtual environment creators and users. We identify five VRISE risks, focusing on short-term symptoms with their short-term effects. Three overall factor categories are considered: individual, hardware, and software. Over 90 factors may influence VRISE frequency and severity. We identify guidelines for each factor to help reduce VR side effects. To better reflect our confidence in those guidelines, we graded each with a level of evidence rating. Common factors occasionally influence different forms of VRISE. This can lead to confusion in the literature. General guidelines for using VR at work involve worker adaptation, such as limiting immersion times to between 20 and 30 min. These regimens involve taking regular breaks. Extra care is required for workers with special needs, neurodiversity, and gerontechnological concerns. In addition to following our guidelines, stakeholders should be aware that current head-mounted displays and virtual environments can continue to induce VRISE. While no single existing method fully alleviates VRISE, workers' health and safety must be monitored and safeguarded when VR is used at work
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