Virtual reality is widely applied in rehabilitation robot to help post-stoke patients complete rehabilitation training for the body function recovery. Most of virtual rehabilitation training systems lack scientific assessment standards and doctors don’t usually use quantitative examinations but qualitative observation and conversation with patients to evaluate the motor function of limb. Based on this situation, a virtual rehabilitation training and assessment system is designed, which contains two rehabilitation training games and one assessment system. The virtual system can attract patient attention and decrease the boredom of rehabilitation training and assessment. Compared with the existing rehabilitation assessment methods, the proposed virtual assessment system can give the assessment results similar to Fugl-Meyer Assessment, which is more quantitative, interesting and convenient. Five volunteers participate in the study of assessment system and the experimental results confirm the effectiveness of assessment system.
In recent years, according to American Heart Association, stroke is the leading cause of serious long-term disability in the US and about 795,000 people suffer from a stroke each year . China is also facing the same problem. The stroke is the first leading cause of death. Every year, 2.4 million people suffer from stroke . Fortunately, about 60-75 percent of those can survive. However, about 65 percent of them still remain severely handicapped because of the neurological damage caused by stroke, for example, movement disorders, hemiparesis and so on , . Those sequelae have an effect on body movement function, especially arm and hand function , . The lost of hand movement function will affect the Activities of Daily Living (ADLs), which will decrease the quality of life .[…]
via A Virtual Reality based Training and Assessment System for Hand Rehabilitation – IEEE Conference Publication
Over the last years, the use of computational environments, like serious games, has been one of the strategies to improve commitment and motivation of patients undergoing rehabilitation. Beyond providing motivation, these systems are able to simulate life activities and provide means to automatically monitor users interactions, assuring that the patient is performing the exercises correctly, thus allowing the user to perform the exercises without the need of constant monitoring by a health professional. The aim of this work is to develop a modeling for construction of serious games, whose interaction is given by gestures performed by hand and wrist. The model includes an automatic continuous evaluation of rehabilitation exercises executed by the patient and dynamic game balancing using computational intelligence methods.
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