21 research outputs found

    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

    Recent advances in rehabilitation for Parkinson’s Disease with Exergames: A Systematic Review

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    Objective: The goal of this contribution is to gather and to critically analyze recent evidence regarding the potential of exergaming for Parkinson’s disease (PD) rehabilitation and to provide an up-to-date analysis of the current state of studies on exergame-based therapy in PD patients. Methods: We performed our search based on the conclusions of a previous systematic review published in 2014. Inclusion criteria were articles published in the indexed databases Pubmed, Scopus, Sciencedirect, IEEE and Cochrane published since January 1, 2014. Exclusion criteria were papers with a target group other than PD patients exclusively, or contributions not based on exergames. Sixty-four publications out of 525 matches were selected. Results: The analysis of the 64 selected publications confirmed the putative improvement in motor skills suggested by the results of the previous review. The reliability and safety of both Microsoft Kinect and Wii Balance Board in the proposed scenarios was further confirmed by several recent studies. Clinical trials present better (n = 5) or similar (n = 3) results than control groups (traditional rehabilitation or regular exercise) in motor (TUG, BBS) and cognitive (attention, alertness, working memory, executive function), thus emphasizing the potential of exergames in PD. Pilot studies (n = 11) stated the safety and feasibility of both Microsoft Kinect and Wii Balance Board, potentially in home scenarios as well. Technical papers (n = 30) stated the reliability of balance and gait data captured by both devices. Related metaanalyses and systematic reviews (n = 15) further support these statements, generally citing the need for adaptation to patient’s skills and new input devices and sensors as identified gaps. Conclusion: Recent evidence indicates exergame-based therapy has been widely proven to be feasible, safe, and at least as effective as traditional PD rehabilitation. Further insight into new sensors, best practices and different cognitive stadiums of PD (such as PD with Mild Cognitive Impairment), as well as task specificity, are required. Also, studies linking game parameters and results with traditional assessment methods, such as UPDRS scores, are required. Outcomes for randomized controlled trials (RCTs) should be standardized, and follow-up studies are required, particularly for motor outcomes

    A survey of full-body motion reconstruction in immersive virtual reality applications

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    Due to recent advances in virtual reality (VR) technology, the development of immersive VR applications that track body motions and visualize a full-body avatar is attracting increasing research interest. This paper reviews related research to gather and to critically analyze recent improvements regarding the potential of full-body motion reconstruction in VR applications. We conducted a systematic literature search, matching VR and full-body tracking related keywords on IEEE Xplore, PubMed, ACM, and Scopus. Fifty-three publications were included and assigned in three groups: studies using markerless and marker-based motion tracking systems as well as systems using inertial measurement units. All analyzed research publications track the motions of the user wearing a head-mounted display and visualize a full-body avatar. The analysis confirmed that a full-body avatar can enhance the sense of embodiment and can improve the immersion within the VR. The results indicated that the Kinect device is still the most frequently used sensor (27 out of 53). Furthermore, there is a trend to track the movements of multiple users simultaneously. Many studies that enable multiplayer mode in VR use marker-based systems (7 out of 17) because they are much more robust and can accurately track full-body movements of multiple users in real-time

    A Survey of Full-Body Motion Reconstruction in Immersive Virtual Reality Applications

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    Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook

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    Cybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and dizziness that users experience during or after virtual reality immersion. Initially discovered in flight simulators, commercial virtual reality (VR) head-mounted displays (HMD) of the current generation also seem to cause CS, albeit in a different manner and severity. The goal of this work is to summarize recent literature on CS with modern HMDs, to determine the specificities and profile of immersive VR-caused CS, and to provide an outlook for future research areas. A systematic review was performed on the databases IEEE Xplore, PubMed, ACM, and Scopus from 2013 to 2019 and 49 publications were selected. A summarized text states how different VR HMDs impact CS, how the nature of movement in VR HMDs contributes to CS, and how we can use biosensors to detect CS. The results of the meta-analysis show that although current-generation VR HMDs cause significantly less CS (p<0.001), some symptoms remain as intense. Further results show that the nature of movement and, in particular, sensory mismatch as well as perceived motion have been the leading cause of CS. We suggest an outlook on future research, including the use of galvanic skin response to evaluate CS in combination with the golden standard (Simulator Sickness Questionnaire, SSQ) as well as an update on the subjective evaluation scores of the SSQ

    Real-time body tracking in virtual reality using a Vive tracker

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    Due to recent improvements in virtual reality (VR) technology, the number of novel applications for entertainment, education, and rehabilitation has increased. The primary goal of these applications is to enhance the sense of belief that the user is “present” in the virtual environment. By tracking the user’s skeleton in real-time, it is possible to synchronize the avatar’s motions with the user’s motions. Although current common devices implement body tracking to a certain degree, most approaches are limited by either high latency or insufficient accuracy. Due to the lack of positional and rotation data, the current VR applications typically do not represent the user’s motions. In this paper, we present an accurate, low-latency body tracking approach for VR-based applications using Vive Trackers. Using a HTC Vive headset and Vive Trackers, we have been able to create an immersive VR experience, by animating the motions of the avatar as smoothly, rapidly and as accurately as possible. An evaluation showed our solution is capable of tracking both joint rotation and position with reasonable accuracy and a very low end-to-latency of 6.71±0.80 ms. Due to this merely imperceptible delay and precise tracking, our solution can show the movements of the user in real-time in order to create deeper immersion

    Identifying Cybersickness through Heart Rate Variability alterations

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    International audienceNumerous users of Head Mounted Dis-plays develop symptoms similar to motion sickness. Thisphenomenon is known as cybersickness. The currentstandard method to evaluate it is the Simulator SicknessQuestionnaire (SSQ). Additionally, detection by methodssuch as biosignals is possible, but it requires sophisti-cated equipment and expertise. In order to detect earlycybersickness symptoms, the availability of real-time de-tection by using simple equipment, such as a 2-lead ECG,would be highly useful. This contribution aims to ana-lyze the feasibility of detecting cybersickness with a sim-ple 2 lead ECG. A total of 13 participants played the VRgame QuakeVR wearing an Oculus Rift DK2 for 15 min-utes, during which a 2-lead ECG was recorded. Addi-tionally, pre- and post-SSQ questionnaires were given.Four of 13 participants had to end the experiment pre-maturely due to cybersickness. The difference in SSQscores is statistically significant (p<.01), as is the ECG(p=.02), in these participants. This study shows the util-ity of a simple 2-lead ECG to detect cybersickness. Thesefindings raise the possibility of real-time monitoring andprediction of cybersickness with simple devices and openthe question of whether photoplethysmography could beused with the same purpose

    Predicting functional performance via classification of lower extremity strength in older adults with exergame-collected data

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    Objective!#!The goal of this article is to present and to evaluate a sensor-based functional performance monitoring system. The system consists of an array of Wii Balance Boards (WBB) and an exergame that estimates whether the player can maintain physical independence, comparing the results with the 30 s Chair-Stand Test (30CST).!##!Methods!#!Sixteen participants recruited at a nursing home performed the 30CST and then played the exergame described here as often as desired during a period of 2 weeks. For each session, features related to walking and standing on the WBBs while playing the exergame were collected. Different classifier algorithms were used to predict the result of the 30CST on a binary basis as able or unable to maintain physical independence.!##!Results!#!By using a Logistic Model Tree, we achieved a maximum accuracy of 91% when estimating whether player's 30CST scores were over or under a threshold of 12 points, our findings suggest that predicting age- and sex-adjusted cutoff scores is feasible.!##!Conclusion!#!An array of WBBs seems to be a viable solution to estimate lower extremity strength and thereby functional performance in a non-invasive and continuous manner. This study provides proof of concept supporting the use of exergames to identify and monitor elderly subjects at risk of losing physical independence

    A feasibility study on AI-controlled closed-loop electrical stimulation implants

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    Abstract Miniaturized electrical stimulation (ES) implants show great promise in practice, but their real-time control by means of biophysical mechanistic algorithms is not feasible due to computational complexity. Here, we study the feasibility of more computationally efficient machine learning methods to control ES implants. For this, we estimate the normalized twitch force of the stimulated extensor digitorum longus muscle on n = 11 Wistar rats with intra- and cross-subject calibration. After 2000 training stimulations, we reach a mean absolute error of 0.03 in an intra-subject setting and 0.2 in a cross-subject setting with a random forest regressor. To the best of our knowledge, this work is the first experiment showing the feasibility of AI to simulate complex ES mechanistic models. However, the results of cross-subject training motivate more research on error reduction methods for this setting
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