619 research outputs found

    A Telerehabilitation System for the Selection, Evaluation and Remote Management of Therapies

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    Telerehabilitation systems that support physical therapy sessions anywhere can help save healthcare costs while also improving the quality of life of the users that need rehabilitation. The main contribution of this paper is to present, as a whole, all the features supported by the innovative Kinect-based Telerehabilitation System (KiReS). In addition to the functionalities provided by current systems, it handles two new ones that could be incorporated into them, in order to give a step forward towards a new generation of telerehabilitation systems. The knowledge extraction functionality handles knowledge about the physical therapy record of patients and treatment protocols described in an ontology, named TRHONT, to select the adequate exercises for the rehabilitation of patients. The teleimmersion functionality provides a convenient, effective and user-friendly experience when performing the telerehabilitation, through a two-way real-time multimedia communication. The ontology contains about 2300 classes and 100 properties, and the system allows a reliable transmission of Kinect video depth, audio and skeleton data, being able to adapt to various network conditions. Moreover, the system has been tested with patients who suffered from shoulder disorders or total hip replacement.This research was funded by the Spanish Ministry of Economy and Competitiveness grant number FEDER/TIN2016-78011-C4-2R

    Kires: a data-centric telerehabilitation system based on kinect

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    185 p.It is widely accepted that the worldwide demand for rehabilitation services. To meet these needs, there will have to be developed systems of telerehabilitation that will bring services to even the most remote locations, through Internet and related technologies.This thesis is addressing the area of remote health care delivery, in particular telerehabilitation. We present KiReS; a Kinect based telerehabilitation system which covers the needs of physiotherapists in the process of designing, managing and evaluating physiotherapy protocols and sessions and also covers the needs of the users providing them an intuitive and encouraging interface and giving useful feedback to enhance the rehabilitation process. As required for multi-disciplinary projects, physiotherapists were consulted and feedback from patients was incorporated at different development stages.KiReS aims to outcome limitations of other telerehabilitation systems and bring some novel features: 1) A friendly and helpful interaction with the system using Kinect and motivational interfaces based on avatars. 2) Provision of smart data that supports physiotherapists in the therapy design process by: assuring the maintenance of appropriate constraints and selecting for them a set of exercises that are recommended for the user. 3) Monitoring of rehabilitation sessions through an algorithm that evaluates online performed exercises and sets if they have been properly executed. 4) Extensibility, KiReS is designed to be loaded with a broad spectrum of exercises and protocols

    Elements: the design of an interactive virtual environment for movement rehabilitation of traumatic brain injury patients

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    This exegesis details the development of an interactive art work titled Elements designed to assist upper limb movement rehabilitation for patients recovering from traumatic brain injury. Enhancing physical rehabilitative processes in the early stages following a brain injury is one of the great challenges facing therapists. Elements enables physical user interaction that may present new opportunities for treatment. One of the key problems identified in the neuro-scientific field is that developers of interactive computer systems for movement rehabilitation are often constrained to the use of conventional desktop interfaces. These interfaces often fall short of fostering natural user interaction that translates into the relearning of body movement for patients, particularly in ways that reinforce the embodied relationship between the sensory world of the human body and the predictable effects of bodily movement in relation to the surrounding environment. Interactive multimedia environments that can correlate a patient’s sense of embodiment may assist in the acquisition of movement skills that transfer to the real world. The central theme of my exegesis will address these concerns by analysing contemporary theories of embodied interaction as a foundation to design Elements. Designing interactive computer environments for traumatic brain injured patients is, however, a challenging issue. Patients frequently exhibit impaired upper limb function which severely affects activities for daily living and self-care. Elements responds to this level of disability by providing the patient with an intuitive tabletop computer environment that affords basic gestural control. As part of a multidisciplinary project team, I designed the user interfaces, interactive multimedia environments, and audiovisual feedback (visual, haptic and auditory) used to help the patients relearn movement skills. The physical design of the Elements environment consists of a horizontal tabletop graphics display, a stereoscopic computer video tracking system, tangible user interfaces, and a suite of seven interactive software applications. Each application provides the patients with a task geared toward the patient reaching, grasping, lifting, moving, and placing the tangible user interfaces on the display. Audiovisual computer feedback is used by patients to refine their movements online and over time. Patients can manipulate the feedback to create unique aesthetic outcomes in real time. The system design provides tactility, texture, and audiovisual feedback to entice patients to explore their own movement capabilities in externally directed and self-directed ways. This exegesis contributes to the larger research agenda of embodied interaction. My original contribution to knowledge is Elements, an interactive artwork that may enable patients to relearn movement skills, raise their level of self-esteem, sense of achievement, and behavioural skill

    Fuzzy-description logic for supporting the rehabilitation of the elderly

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    [EN] According to the latest statistics, the proportion of the elderly (+65) is increasing and is expected to double within the European Union in a period of 50 years. This ageing is due to the improvement of quality of life and advances in medicine in the last decades. Gerontechnology is receiving a great deal of attention as a way of providing the elderly with sustainable products, environments, and services combining gerontology and technology. One of the most important aspects to consider by gerontechnology is the mobility/rehabilitation technologies, because there is an important relationship between mobility and the elderly's quality of life. Telerehabilitation systems have emerged to allow the elderly to perform their rehabilitation exercises remotely. However, in many cases, the proposed systems assist neither the patients nor the experts about the progress of the rehabilitation. To address this problem, we propose in this paper, a fuzzy-semantic system for evaluating patient's physical state during the rehabilitation process based on well-known standard for patients' evaluation. Moreover, a tool called FINE has been developed that facilitates the evaluation be accomplished in a semi-automatic way first asking patients to carry out a set of standard tests and then inferencing their state by means of a fuzzy-semantic approach using the data captured during the rehabilitation tasks.This research was funded by the Spanish Ministry of Economy and Competitiveness and by EU FEDER funds under project grants TIN2016-79100-R and TIN2015-72931-EXP. It has also been funded by the Junta de Comunidades de Castilla¿La Mancha scholarship 2018-UCLM1-9131Moya, A.; Navarro, E.; Jaén Martínez, FJ.; González, P. (2020). Fuzzy-description logic for supporting the rehabilitation of the elderly. 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    Development and evaluation of a haptic framework supporting telerehabilitation robotics and group interaction

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    Telerehabilitation robotics has grown remarkably in the past few years. It can provide intensive training to people with special needs remotely while facilitating therapists to observe the whole process. Telerehabilitation robotics is a promising solution supporting routine care which can help to transform face-to-face and one-on-one treatment sessions that require not only intensive human resource but are also restricted to some specialised care centres to treatments that are technology-based (less human involvement) and easy to access remotely from anywhere. However, there are some limitations such as network latency, jitter, and delay of the internet that can affect negatively user experience and quality of the treatment session. Moreover, the lack of social interaction since all treatments are performed over the internet can reduce motivation of the patients. As a result, these limitations are making it very difficult to deliver an efficient recovery plan. This thesis developed and evaluated a new framework designed to facilitate telerehabilitation robotics. The framework integrates multiple cutting-edge technologies to generate playful activities that involve group interaction with binaural audio, visual, and haptic feedback with robot interaction in a variety of environments. The research questions asked were: 1) Can activity mediated by technology motivate and influence the behaviour of users, so that they engage in the activity and sustain a good level of motivation? 2) Will working as a group enhance users’ motivation and interaction? 3) Can we transfer real life activity involving group interaction to virtual domain and deliver it reliably via the internet? There were three goals in this work: first was to compare people’s behaviours and motivations while doing the task in a group and on their own; second was to determine whether group interaction in virtual and reala environments was different from each other in terms of performance, engagement and strategy to complete the task; finally was to test out the effectiveness of the framework based on the benchmarks generated from socially assistive robotics literature. Three studies have been conducted to achieve the first goal, two with healthy participants and one with seven autistic children. The first study observed how people react in a challenging group task while the other two studies compared group and individual interactions. The results obtained from these studies showed that the group interactions were more enjoyable than individual interactions and most likely had more positive effects in terms of user behaviours. This suggests that the group interaction approach has the potential to motivate individuals to make more movements and be more active and could be applied in the future for more serious therapy. Another study has been conducted to measure group interaction’s performance in virtual and real environments and pointed out which aspect influences users’ strategy for dealing with the task. The results from this study helped to form a better understanding to predict a user’s behaviour in a collaborative task. A simulation has been run to compare the results generated from the predictor and the real data. It has shown that, with an appropriate training method, the predictor can perform very well. This thesis has demonstrated the feasibility of group interaction via the internet using robotic technology which could be beneficial for people who require social interaction (e.g. stroke patients and autistic children) in their treatments without regular visits to the clinical centres
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