1,398 research outputs found

    Sensorized garments developed for remote postural and motor rehabilitation

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    Every day, all around the world, millions of people request postural and/or motor rehabilitation. The rehabilitation process, also known as Tertiary Prevention, intends to be a sort of therapy to restore functionality and self-sufficiency of the patient, and regards not only millions of patients daily, but involves also a huge number of professionals in medical staffs, i.e. specialists, nurses, physiotherapists and therapists, social workers, psychologists, physiatrists. The care is given in hospitals, clinics, geriatric facilities, and with territorial home care. For the large number of patients as well as the medical staff and facilities necessary to support the appropriate postural and motor training, the monetary costs of rehabilitation is so large, it is difficult to estimate. So, every effort towards a simplification of the rehabilitation route is desirable and welcome, and this chapter covers this aspect

    A Person-Centric Design Framework for At-Home Motor Learning in Serious Games

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    abstract: In motor learning, real-time multi-modal feedback is a critical element in guided training. Serious games have been introduced as a platform for at-home motor training due to their highly interactive and multi-modal nature. This dissertation explores the design of a multimodal environment for at-home training in which an autonomous system observes and guides the user in the place of a live trainer, providing real-time assessment, feedback and difficulty adaptation as the subject masters a motor skill. After an in-depth review of the latest solutions in this field, this dissertation proposes a person-centric approach to the design of this environment, in contrast to the standard techniques implemented in related work, to address many of the limitations of these approaches. The unique advantages and restrictions of this approach are presented in the form of a case study in which a system entitled the "Autonomous Training Assistant" consisting of both hardware and software for guided at-home motor learning is designed and adapted for a specific individual and trainer. In this work, the design of an autonomous motor learning environment is approached from three areas: motor assessment, multimodal feedback, and serious game design. For motor assessment, a 3-dimensional assessment framework is proposed which comprises of 2 spatial (posture, progression) and 1 temporal (pacing) domains of real-time motor assessment. For multimodal feedback, a rod-shaped device called the "Intelligent Stick" is combined with an audio-visual interface to provide feedback to the subject in three domains (audio, visual, haptic). Feedback domains are mapped to modalities and feedback is provided whenever the user's performance deviates from the ideal performance level by an adaptive threshold. Approaches for multi-modal integration and feedback fading are discussed. Finally, a novel approach for stealth adaptation in serious game design is presented. This approach allows serious games to incorporate motor tasks in a more natural way, facilitating self-assessment by the subject. An evaluation of three different stealth adaptation approaches are presented and evaluated using the flow-state ratio metric. The dissertation concludes with directions for future work in the integration of stealth adaptation techniques across the field of exergames.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Review of the Augmented Reality Systems for Shoulder Rehabilitation

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    Literature shows an increasing interest for the development of augmented reality (AR) applications in several fields, including rehabilitation. Current studies show the need for new rehabilitation tools for upper extremity, since traditional interventions are less effective than in other body regions. This review aims at: Studying to what extent AR applications are used in shoulder rehabilitation, examining wearable/non-wearable technologies employed, and investigating the evidence supporting AR effectiveness. Nine AR systems were identified and analyzed in terms of: Tracking methods, visualization technologies, integrated feedback, rehabilitation setting, and clinical evaluation. Our findings show that all these systems utilize vision-based registration, mainly with wearable marker-based tracking, and spatial displays. No system uses head-mounted displays, and only one system (11%) integrates a wearable interface (for tactile feedback). Three systems (33%) provide only visual feedback; 66% present visual-audio feedback, and only 33% of these provide visual-audio feedback, 22% visual-audio with biofeedback, and 11% visual-audio with haptic feedback. Moreover, several systems (44%) are designed primarily for home settings. Three systems (33%) have been successfully evaluated in clinical trials with more than 10 patients, showing advantages over traditional rehabilitation methods. Further clinical studies are needed to generalize the obtained findings, supporting the effectiveness of the AR applications

    A novel robotic platform to assist, train, and study head-neck movement

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    Moving the head-neck freely is an everyday task that a healthy person takes for granted. Such a simple movement, however, may be very challenging for individuals with neurological disorders such as amyotrophic lateral sclerosis. These individuals often do not have enough neck muscle strength to stabilize the head at the upright neutral or to move it in a controlled manner. Static braces are commonly prescribed to these patients. However, these braces often fix the head at a single configuration, which makes them uncomfortable to wear for an extended period of time. In this thesis, a robotic neck brace is developed. It accommodates three rotations and covers roughly 70% range of motion of the head-neck of a typical able-bodied adult. The hardware is lightweight (1.5 kilogram) and wearable, with a pair of pads and a soft band attached to the shoulders and the forehead, respectively. A parallel mechanism connecting the shoulder pads and the headband was designed to meet the empirical human movement data. This design choice is novel where the parasitic motion (translation of the head) was parameterized and optimized to address misalignment between the robot and the user's head. A user can control this neck brace to assist intended head-neck movement through input devices, including hand-held joysticks, keyboards, and eye-trackers. This provides a potential solution to remediate head drop. Additionally, this robotic brace is developed into a versatile platform to train and study head-neck movements. The robot was designed to be highly transparent to the user and features different force controllers. Therefore, it can be used to assess the free movement of the head-neck and mimic different interactions between a therapist and a patient. The modalities of this neck brace have been validated with different users. To the best of our knowledge, this robotic neck brace is the first in the literature to assist, train, and study head-neck movements

    An objective evaluation method for rehabilitation exergames

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    The aim of this work is to objectively evaluate the performance of patients using a virtual rehabilitation system called MIRA. MIRA is a software platform which converts conventional therapeutic exercises into games, enabling the user to practice the given exercise by playing a game. The system includes a motion sensor to track and capture user's movements. Our assessment of the performance quality is based on the recorded trajectories of the human skeleton joints. We employ two different machine learning approaches, dynamic time warping (DTW) and hidden Markov modeling (HMM), both widely used for gesture recognition, to compare the user's performance with that of a reference as ground truth

    Real virtuality: emerging technology for virtually recreating reality

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    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning

    A Survey of Applications and Human Motion Recognition with Microsoft Kinect

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    Microsoft Kinect, a low-cost motion sensing device, enables users to interact with computers or game consoles naturally through gestures and spoken commands without any other peripheral equipment. As such, it has commanded intense interests in research and development on the Kinect technology. In this paper, we present, a comprehensive survey on Kinect applications, and the latest research and development on motion recognition using data captured by the Kinect sensor. On the applications front, we review the applications of the Kinect technology in a variety of areas, including healthcare, education and performing arts, robotics, sign language recognition, retail services, workplace safety training, as well as 3D reconstructions. On the technology front, we provide an overview of the main features of both versions of the Kinect sensor together with the depth sensing technologies used, and review literatures on human motion recognition techniques used in Kinect applications. We provide a classification of motion recognition techniques to highlight the different approaches used in human motion recognition. Furthermore, we compile a list of publicly available Kinect datasets. These datasets are valuable resources for researchers to investigate better methods for human motion recognition and lower-level computer vision tasks such as segmentation, object detection and human pose estimation
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