69 research outputs found

    Just Physio kidding: NUI and Gamification based Therapeutic Intervention for Children with Special Needs

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    Trabalho apresentado na MindCare2016, 28-29 de novembro de 2016, Barcelona, EspanhaThis paper presents the “just Physio kidding” approach, which intends to improve the engaging qualities of therapy programmes towards children with special needs, mainly with cerebral palsy, spinal muscular atrophy, or developmental delay. Therefore, “just Physio kidding” intends to address both physiotherapy and cognitive stimulation therapy. The system is functioning as a complement to the work of therapists, with and without their live supervision. It is part of a project with the aim of developing software based on the concept of personalized serious games for rehabilitation. The paper presents the concept and the prototype behind “just Physio kidding”

    Gesture based Human Computer Interaction for Athletic Training

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    The invention of depth sensors for mobile devices, has led to availability of relatively inexpensive high-resolution depth and visual (RGB) sensing for a wide range of applications. The complementary nature of the depth and visual information opens up new opportunities to solve fundamental problems in object and activity recognition, people tracking, 3D mapping and localization, etc. One of the most interesting challenges that can be tackled by using these sensors is tracking the body movements of athletes and providing natural interaction as a result. In this study depth sensors and gesture recognition tools will be used to analyze the position and angle of an athlete’s body parts thought out an exercise. The goal is to assess the training performance of an athlete and decrease injury risk by giving warnings when the trainer is performing a high risk activity

    Interactive Games Using Hand-Eye Coordination Method for Autistic Children Therapy

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    Recent studies have found that imbalanced motor skills (hand-eye coordination) among autism spectrum disorder (ASD) or autistic children cause lower efficiency in daily routines. Autistic children need long-term rehabilitation programs to improve their abilities. However, problems with a lack of motivation to participate in conventional therapy and the high cost of therapy sessions arise over time. Autism children need to do repetitive activities every time therapy sessions been done. Repetitive activities cause children having less interest to participate ongoing therapy sessions. Other than that, the therapy process usually requires a long time to be implemented that cause the relatively high cost had to be paid by the patient's family. The use of technology is seen more effective and less boring for child with autism. However, the use of games technology require gamer to hold game controller. Proposals for motion-based touchless games using NUI technology, such as the Kinect Xbox 360, to be used in rehabilitation are exciting for patients, but the design elements do not meet the requirements of autistic people. Hence, this research proposes a Kinect game based on design elements for autistic rehabilitation. The objective of this research is to identify symptom of eye-hand coordination problem and develop serious game using Kinect technology as the solution for the problem faced by autism children. This technology provides a low-budget solution costs of therapy and games base on 3D sensor without the use of control equipment which must be hold or touch by hand. Moreover, Kinect does not need a controller or additional body-worn attachment during play time. A game prototype was developed and measured, and an evaluation resulted in positive feedback from the user and therapists, thus meeting the objective of this study

    An approach to physical rehabilitation using state-of-the-art virtual reality and motion tracking technologies

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    Proceedings of Conference on ENTERprise Information Systems / International Conference on Project MANagement / Conference on Health and Social Care Information Systems and Technologies, CENTERIS / ProjMAN / HCist 2015 October 7-9, 2015This work was partially funded by European Union’s CIP Programme (ICT-PSP-2012) under grant agreement no. 325146 (SEACW project)

    Correction of joint angles from kinect for balance exercising and assessment

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    [EN] The new generation of videogame interfaces such as Microsoft's Kinect opens the possibility of implementing exercise programs for physical training, and of evaluating and reducing the risks of elderly people falling. However, applications such as these might require measurements of joint kinematics that are more robust and accurate than the standard output given by the available middleware. This article presents a method based on particle filters for calculating joint angles from the positions of the anatomical points detected by PrimeSense's NITE software. The application of this method to the measurement of lower limb kinematics reduced the error by one order of magnitude, to less than 10 degrees, except for hip axial rotation, and it was advantageous over inverse kinematic analysis, in ensuring a robust and smooth solution without singularities, when the limbs are out-stretched and anatomical landmarks are aligned.This work has been undertaken within the framework of the iStoppFalls project, which has received funding from the European Community (grant agreement FP7-ICT-2011-7-287361) and the Australian Government.De Rosario MartĂ­nez, H.; Belda Lois, JM.; Fos Ros, F.; Medina Ripoll, E.; Poveda Puente, R.; Kroll, M. (2014). Correction of joint angles from kinect for balance exercising and assessment. Journal of Applied Biomechanics. 30(2):294-299. https://doi.org/10.1123/jab.2013-0062S29429930

    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

    Serious game for physical rehabilitation: measuring the effectiveness of virtual and real training environments

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    Recent advances in low-cost natural user interfaces such as Microsoft Kinect and Leap Motion controller allow the Virtual Reality implementation of 3D serious games for, posture, upper limb and lower limb rehabilitation purposes. However, it is very important to compare the results obtained by the users that train in virtual and real environments. This paper presents a virtual reality serious game for upper limb rehabilitation using a natural user interface expressed by Leap Motion controller. One of the developed virtual reality serious game for rehabilitation is converted to a real scenario with the same elements and rules and the same aims of physical rehabilitation. In order to extract appropriate information from the serious game based on real objects a RFID technology was used together with software components developed in LabVIEW. The evaluation of hand muscles' activity during the training session is based on the usage of thermography that permits to measure in an unobtrusive way the distribution of the temperature on the hands' level. Based on analysis of thermographic images obtained before and after serious game practice, the level of activity of specific muscles associated with training for virtual and real scenario is extracted. Experimental results that are also included in the paper underline the effectiveness of the proposed method for the comparison of the training in virtual and real scenarios.info:eu-repo/semantics/acceptedVersio

    Wireless Multisensory Interaction in an Intelligent Rehabilitation Environment

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    Today, the population is aging, and this is becoming a problem for current health systems, as each day it has to invest more money in treating the elderly. Rehabilitation of elderly patients with physical disabilities is one of these problems that everyday incur greater overhead to health care. This paper provides a gerontechnology-based solution by proposing a multisensory system for rehabilitation in an intelligent environment. The proposal enables helping needed people and thus reducing the cost of health care

    Rehabilitation System based on the Use of Biomechanical Analysis and Videogames through the Kinect Sensor

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    El presente artículo muestra la creación de un novedoso sistema para la rehabilitación física de pacientes con múltiples patologías, a través de dinámicas con videojuegos de ejercicio (exergames) y el análisis de los movimientos de los pacientes usando un software desarrollado. Este sistema está basado en el uso del sensor Kinect para ambos fines: divertir al paciente en su terapia a través de exergames y proporcionarle al especialista una herramienta para el registro y análisis de datos de captura de movimiento (MoCap) tomados a través del sensor Kinect y procesados utilizando análisis biomecánico mediante la transformación angular de Euler. Todo el sistema interactivo se encuentra instalado en un centro de rehabilitación y actualmente se realizan investigaciones con diferentes patologías (stroke, IMOC, trauma craneoencefálico, entre otros), los pacientes realizan sus sesiones con el sistema interactivo mientras el especialista registra los datos para un posterior análisis, el cual se realiza en un software creado para dicho fin. El software arroja gráficas de movimiento en los planos sagital, frontal y rotacional de 20 puntos distribuidos en el cuerpo. El sistema final es portable, no-invasivo, económico, de interacción natural con el paciente y de fácil implementación por parte del personal médico.  This paper presents development of a novel system for physical rehabilitation of patients with multiple pathologies, through dynamic with exercise videogames (exergames) and analysis of the movements of patients using developed software. This system is based on the use of the Kinect sensor for both purposes: amusing the patient in therapy through of specialist exergames and provide a tool to record and analyze MoCap data taken through the Kinect sensor and processed using biomechanical analysis through Euler angles. All interactive system is installed in a rehabilitation center and works with different pathologies (stroke, IMOC, craneoencephallic trauma, etc.), patients interact with the platform while the specialist records data for later analysis, which is performed by software designed for this purpose. The motion graphics are shown in the sagittal, frontal and rotationalplanefrom20 points distributed in the body. The final system is portable, non-invasive, inexpensive, natural interaction with the patient and easily implemented for medical purposes

    I feel it in my fingers! Sense of agency with mid-air haptics

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    Recent technological advances incorporate mid- air haptic feedback, enriching sensory experience during touchless virtual interactions. We investigated how this impacts the user’s sense of agency. Sense of agency refers to the feeling of controlling external events through one’s actions and has attracted growing interest from human-computer interaction researchers. This is mainly due to the fact that the user’s experience of control over a system is of primary importance. Here we measured sense of agency during a virtual button- pressing task, where the button press caused a tone outcome to occur after intervals of different durations. We explored the effect of manipulating a) mid-air haptic feedback and b) the latency of the virtual hand’s movement with respect to the actual hand movement. Sense of agency was quantified with implicit and explicit measures. Results showed that haptic feedback increased implicit sense of agency for the longest action-outcome interval length. Results also showed that latency led to a decrease in explicit sense of agency, but that this reduction was attenuated in the presence of haptic feedback. We discuss the implications of these findings, focusing on the idea that haptic feedback can be used to protect, or even increase, users’ experiences of agency in virtual interactions
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