[Abstract + References] Virtual Reality Game Development Using Accelerometers for Post-stroke Rehabilitation – Conference paper

Abstract

Stroke can generate several types of sequelae, including motor difficulties in both upper and lower limbs. One way to eliminate or reduce these difficulties is through physical therapy, but this type of treatment can often become tiresome and monotonous, decreasing the patient’s interest. Thus, aiming to assist in the rehabilitation of patients, this work seeks to use immersive virtual reality games with the purpose of interacting with physiotherapy exercises. In this type of game the individual must use special equipment (glasses) to feel in an environment where they can interact in different ways with the scenery. Among the possible equipment used for immersive virtual reality was chosen to use a smartphone in conjunction with a virtual reality glasses. In this way an environment was developed that allows the individual to move through the scenario by the control of the upper virtual members by accelerometry sensors, which will be positioned properly to identify the actual movement of the limbs. Thus, an equipment was developed capable of reading the movements and sending this information to a smartphone that executes the developed game.

References

  1. 1.
    Monteiro, A.: Qualidade de vida (QV) em Indivíduos com Sequelas de Acidente Vascular Cerebral (AVC). Vila Nova de Gaia: Escola Superior de Tecnologias da Saúde do Porto. Vila Nova de Gaia (2011)Google Scholar
  2. 2.
    Lennon, S., Hastings, M.: Key physiotherapy indicators for quality of stroke care. Physiotherapy 82(12):655–664 (1996)CrossRefGoogle Scholar
  3. 3.
    Deutsch, J.E., Mirelman, A.: Virtual Reality-based approaches to enable walking for people poststroke. Topics Stroke Rehabil. 14(6):45–53 (2007)CrossRefGoogle Scholar
  4. 4.
    Dores, A.R., et al.: Realidade Virtual na Reabilitação: Por Que Sim e Por Que Não? Uma Revisão Sistemática. Acta Médica Portuguesa, v. 25(6) (2012)Google Scholar
  5. 5.
    Tori, R., Kirner, C., Siscoutto, R.A.: Fundamentos e tecnologia de realidade virtual e aumentada. Editora SBC (2006)Google Scholar
  6. 6.
    Pompeu, J.E., Alonso, T.H., Masson, I.B., et al.: Os efeitos da realidade virtual na reabilitação do acidente vascular encefálico: Uma revisão sistemática. Motricidade 10(4) (2014)Google Scholar
  7. 7.
    Sha, M.A., et al.: EMG biofeedback based VR system for hand rotation and grasping rehabilitation. In: 14th International Conference on Information Visualisation (IV). IEEE, pp. 479–484 (2010)Google Scholar
  8. 8.
    Kang, Y., Park, H., Kim, H. et al.: Upper extremity rehabilitation of stroke: facilitation of corticospinal excitability using virtual mirror paradigm. J. NeuroEng. Rehabil. 9(1):71 (2012)CrossRefGoogle Scholar
  9. 9.
    Yasuda, K., Muroi, D., Ohira, M., et al.: Validation of an immersive virtual reality system for training near and far space neglect in individuals with stroke: a pilot study. Topics Stroke Rehabil. 24(7):533–538 (2017)CrossRefGoogle Scholar
  10. 10.
    Kang, H.K., Kim, Y., Chung, Y., Hwang, S.: Effects of treadmill training with optic flow on balance and gait in individuals following stroke: randomized controlled trials. Clinic. Rehabil. 26(3):246–255 (2012)CrossRefGoogle Scholar
  11. 11.
    Brahler, S.: Analysis of the Android Archtecture. Karlsruher Institut fur Technologie. [S.l.], p. 43 (2010)Google Scholar

via Virtual Reality Game Development Using Accelerometers for Post-stroke Rehabilitation | SpringerLink

, , , ,

  1. Leave a comment

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

%d bloggers like this: