122 research outputs found

    Objective Assessment of the Finger Tapping Task in Parkinson's Disease and Control Subjects using Azure Kinect and Machine Learning

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    Parkinson's disease (PD) is characterised by a progressive worsening of motor functionalities. In particular, limited hand dexterity strongly correlates with PD diagnosis and staging. Objective detection of alterations in hand motor skills would allow, for example, prompt identification of the disease, its symptoms and the definition of adequate medical treatments. Among the clinical assessment tasks to diagnose and stage PD from hand impairment, the Finger Tapping (FT) task is a well-established tool. This preliminary study exploits a single RGB-Depth camera (Azure Kinect) and Google MediaPipe Hands to track and assess the Finger Tapping task. The system includes several stages. First, hand movements are tracked from FT video recordings and used to extract a series of clinically-relevant features. Then, the most significant features are selected and used to train and test several Machine Learning (ML) models, to distinguish subjects with PD from healthy controls. To test the proposed system, 35 PD subjects and 60 healthy volunteers were recruited. The best-performing ML model achieved a 94.4% Accuracy and 98.4% Fl score in a Leave-One-Subject-Out validation. Moreover, different clusters with respect to spatial and temporal variability in the FT trials among PD subjects were identified. This result suggests the possibility of exploiting the proposed system to perform an even finer identification of subgroups among the PD population

    Measuring Brain Activation Patterns from Raw Single-Channel EEG during Exergaming: A Pilot Study

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    Physical and cognitive rehabilitation is deemed crucial to attenuate symptoms and to improve the quality of life in people with neurodegenerative disorders, such as Parkinson's Disease. Among rehabilitation strategies, a novel and popular approach relies on exergaming: the patient performs a motor or cognitive task within an interactive videogame in a virtual environment. These strategies may widely benefit from being tailored to the patient's needs and engagement patterns. In this pilot study, we investigated the ability of a low-cost BCI based on single-channel EEG to measure the user's engagement during an exergame. As a first step, healthy subjects were recruited to assess the system's capability to distinguish between (1) rest and gaming conditions and (2) gaming at different complexity levels, through Machine Learning supervised models. Both EEG and eye-blink features were employed. The results indicate the ability of the exergame to stimulate engagement and the capability of the supervised classification models to distinguish resting stage from game-play(accuracy > 95%). Finally, different clusters of subject responses throughout the game were identified, which could help define models of engagement trends. This result is a starting point in developing an effectively subject-tailored exergaming system

    A Preliminary Comparison between Traditional and Gamified Leg Agility Assessment in Parkinsonian Subjects

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    Parkinson's disease (PD) severity is assessed through a set of standardised tasks defined by clinical scales such as the Unified Parkinson's Disease Rating Scale (UPDRS). In particular, Leg Agility is a well-established test among the motor tasks included in UPDRS, which consists in repeated cycles of knee lifting and lowering, while sitting on a chair. Leg Agility objective evaluation through optical devices is often investigated for telemedicine applications. Moreover, remote rehabilitation for PD subjects through virtual exergaming is becoming a popular approach thanks to its versatility, increased user engagement and the possibility of coupling it with remote monitoring tools. This work investigates if lower-limb exergaming may also be exploited for assessment purposes similar to traditional evaluation. In particular, if there exists a statistical difference between the kinematic description of Leg Agility versus the one of a Bouncing Ball exergame, as provided by an optical (RGB-D) acquisition system suitable for remote monitoring. Preliminary results obtained by the comparison of the two types of assessment in a small group of parkinsonian subjects are presented and discussed

    Kinect-based Solution for the Home Monitoring of Gait and Balance in Elderly People with and without Neurological Diseases

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    Alterations of gait and balance are a significant cause of falls, injuries, and consequent hospitalizations in the elderly. In addition to age-associated motor decline, other factors can impact gait and stability, including the motor dysfunctions caused by neurological diseases such as Parkinson’s disease or hemiplegia after stroke. Monitoring changes and deterioration in gait patterns and balance is crucial for activating rehabilitation treatments and preventing serious consequences. This work presents a Kinect-based solution, suitable for domestic contexts, for assessing gait and balance in individuals at risk of falling. The system captures body movements during home acquisition sessions scheduled by clinicians at definite times of the day and automatically estimates specific functional parameters to objectively characterize the subjects’ performance. The system includes a graphical user interface designed to ensure usability in unsupervised contexts: the human-computer interaction mainly relies on natural body movements to support the self-management of the system, if the motor conditions allow it. This work presents the system’s features and facilities, and the preliminary results on healthy volunteers’ trials

    Electrodermal Activity in the Evaluation of Engagement for Telemedicine Applications

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    Electrodermal Activity (EDA) is a broadly-investigated physiological signal, whose behaviour is connected to nervous system arousal. Such system, indeed, influences the properties of the skin, producing a measurable electrical signal. Among the possible applications of such measurements, several studies have correlated the signal behaviour to engagement during mental and physical tasks, and the subjects' response to specific multimodal stimuli. Also due to the possibility of performing remote assessment and rehabilitation, telemedicine applications are gaining ground in the healthcare system. However, acceptance and engagement, hence continuity of usage, still remain significant obstacles. Therefore, it would be highly beneficial to verify, through objective measures, if these solutions are actually providing a sufficient stimulation to properly engage subjects while playing. This study investigates the possibility of employing EDA in the automatic recognition of different levels of user engagement, while playing a motor-cognitive exergame specifically designed for this purpose. Preliminary results, obtained on a cohort of 25 healthy subjects, seem to confirm that features extracted from EDA analysis are significant and able to train supervised classifiers, achieving high accuracy and precision in the engagement recognition problem

    GMH-D: Combining Google MediaPipe and RGB-Depth Cameras for Hand Motor Skills Remote Assessment

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    Impairment in the execution of simple motor tasks involving hands and fingers could hint at a general worsening of health conditions, particularly in the elderly and in people affected by neurological diseases. The deterioration of hand motor function strongly impacts autonomy in daily activities and, consequently, the perceived quality of life. The early detection of alterations in hand motor skills would allow, for example, to promptly activate treatments and mitigate this discomfort. This preliminary study examines an innovative pipeline based on a single RGB-Depth camera and Google MediaPipe Hands, that is suitable for the remote assessment of hand motor skills through simple tasks commonly used in clinical practice. The study includes several phases. First, the quality of hand tracking is evaluated by comparing reconstructed and real hand 3D trajectories. The proposed solution is then tested on a cohort of healthy volunteers to estimate specific kinematic features for each task. Finally, these features are used to train supervised classifiers and distinguish between “normal” and “altered” performance by simulating typical motor behaviour of real impaired subjects. The preliminary results show the ability of the proposed solution to automatically highlight alterations in hand performance, providing an easy-to-use and non-invasive tool suitable for remote monitoring of hand motor skills

    Hand tracking for clinical applications: validation of the Google MediaPipe Hand (GMH) and the depth-enhanced GMH-D frameworks

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    Accurate 3D tracking of hand and fingers movements poses significant challenges in computer vision. The potential applications span across multiple domains, including human-computer interaction, virtual reality, industry, and medicine. While gesture recognition has achieved remarkable accuracy, quantifying fine movements remains a hurdle, particularly in clinical applications where the assessment of hand dysfunctions and rehabilitation training outcomes necessitate precise measurements. Several novel and lightweight frameworks based on Deep Learning have emerged to address this issue; however, their performance in accurately and reliably measuring fingers movements requires validation against well-established gold standard systems. In this paper, the aim is to validate the handtracking framework implemented by Google MediaPipe Hand (GMH) and an innovative enhanced version, GMH-D, that exploits the depth estimation of an RGB-Depth camera to achieve more accurate tracking of 3D movements. Three dynamic exercises commonly administered by clinicians to assess hand dysfunctions, namely Hand Opening-Closing, Single Finger Tapping and Multiple Finger Tapping are considered. Results demonstrate high temporal and spectral consistency of both frameworks with the gold standard. However, the enhanced GMH-D framework exhibits superior accuracy in spatial measurements compared to the baseline GMH, for both slow and fast movements. Overall, our study contributes to the advancement of hand tracking technology, the establishment of a validation procedure as a good-practice to prove efficacy of deep-learning-based hand-tracking, and proves the effectiveness of GMH-D as a reliable framework for assessing 3D hand movements in clinical applications

    Scienziate in carriera? Il caso delle ricercatrici del CNR di Torino

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    Katia Ferraris e Ivana Tagliafico, "Scienziate in carriera? Il caso delle ricercatrici del CNR di Torino", prefazione di Claudia Piccardo, “Quaderni di donne e ricerca” n. 3, CIRSDe, 2006Nowadays, a very little attention is paid to gender studies in science and technology, in particular to vertical female segregation in public research institutions. For this reason, we’ve tried to analyze the phenomenon of glass ceiling within an Italian public research lab (CNR, the National Research Council of Italy) which  operates in Technological Science: why women don’t arrive to the top of scientific career? Why they stop before? In particular, we’ve tried to validate a model emergent from a personal elaboration of theories proposed in literature about this issue. Through narrative interviews, this study shows different factors behind glass ceiling, among which: 1) gender identity;2) motherhood;3) social construction of science;4) gender’s organizational culture.Moreover another important factor emerged: the “freeze of careers” that actually stops the possibility of actuating any kind of management actions against glass ceiling. Some concluding remarks end this work
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