Posts Tagged Game

[Master’s thesis] Tracking, monitoring and feedback of patient exercises using depth camera technology for home based rehabilitation – ANNA RIDDERSTOLPE – Full Text PDF

Abstract

Neurological and chronic diseases have profound impacts on a person’s life. Rehabilitation is essential in order to maintain and promote maximal level of recovery by pushing the bounds of physical, emotional and cognitive impairments. However, due to the low physical mobility and poor overall condition of many patients, traveling back and forth to doctors, nurses and rehabilitation centers can be exhausting tasks. In this thesis a game-based rehabilitation platform for home usage, supporting stroke and COPD rehabilitation is presented. The main goal is to make rehabilitation more enjoyable, individualized and easily accessible for the patients.

The game-based rehabilitation tool consists of three systems with integrated components: the caregiver’s planning and follow-up system, the patient’s gaming system and the connecting server system. The server back end components allow the storage of patient specific information that can be transmitted between the patient and the caregiver system for planning, monitoring and feedback purposes. The planning and follow-up system is a server system accessed through a web-based front-end, where the caregiver schedules the rehabilitation program adjusted for each individual patient and follow up on the rehabilitation progression. The patient system is the game platform developed in this project, containing 16 different games and three assessment tests. The games are based on specific motion patterns produced in collaboration with rehabilitation specialists. Motion orientation and guidance functions is implemented specifically for each exercise to provide feedback to the user of the performed motion and to ensure proper execution of the desired motion pattern.

The developed system has been tested by several people and with three real patients. The participants feedback supported the use of the game-based platform for rehabilitation as an entertaining alternative for rehabilitation at home. Further implementation work and evaluation with real patients are necessary before the product can be used for commercial purpose.

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[VIDEO] A virtual reality game to help stroke patients – Futuris – YouTube

At a sophisticated lab in Barcelona, researchers are convinced that computer models based on virtual reality can help people who have suffered strokes, by providing them with better rehabilitation techniques. The claim is not just science fiction.

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[GAME] Mobility Mission – Stroke.org

Mobility Mission

Mobility Mission is an entertaining online game that addresses post-stroke mobility challenges. Stroke is a serious condition, and learning to deal with the effects of surviving a stroke can be challenging. This game will help you gain a better understanding of post-stroke mobility challenges such as spasticity, paralysis, foot drop, as well as management and treatment options you can discuss with your healthcare provider. As you travel through the four levels of the game you will learn how to improve your safety at home and acquire tips to lower your risk of falling. Your journey is waiting!

PLAY NOW

Your journey is waiting! This fun and interactive game will boost your confidence and knowledge about stroke and common post-stroke mobility issues.

Source: Mobility Mission | Stroke.org

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[WEB SITE] Getting your kicks with Kinect for Windows – Kinect for Windows Product Blog

A wall, a ball, and a kid: think about it. When you were a youngster on a playground, and a wall and a ball were at hand, what would you do? If you were like most kids, you’d kick or throw that ball against the wall, moving around with the unbridled energy of youth as the ball bounced back to you, again and again.

It’s exactly that sort of natural, simple exercise that Wall Ball, a Kinect for Windows game, seeks to recreate. Or as psychologist and game developer Tino Ågren of Mixxus Studio says, “A kid in the schoolyard moves around without thinking about it being ‘exercise.’ I like games to work in the same way—you turn Wall Ball on and start moving around, getting your pulse up, just because it’s fun.”

With Wall Ball, you don’t need a playground or a physical wall or ball—just a Kinect for Xbox One sensor and a Kinect Adapter for Windows, which allows the sensor to be hooked up to a compatible Windows PC. You candownload the game itself from the Windows Store.

During game play, the Kinect sensor’s skeletal tracking follows your movements as you simulate kicking an onscreen soccer ball (you get five balls in each round). Every time one of your kicks hits the wall, you score a point—and you can earn bonus points when you hit objects that randomly appear on the wall. You also need to watch the ball as it rebounds from the wall—if you let it get past you, you’ll be penalized one ball. The game offers three levels of play: easy (or beginner), standard, and seated mode (for use by people with mobility issues).

In creating Wall Ball, Ågren used the Kinect Unity package in the Kinect for Windows SDK 2.0, which allowed him to develop the entire game in Unity. The physics simulations, which enable the skeletal tracking to accurately predict the flight of the ball, were the biggest challenge. Once he had the physics down, he knew he was on the way to creating an enjoyable way to burn off some physical energy anytime you have a few minutes. Ågren is especially happy to have made the game available through the Windows Store, which he feels is “a really good platform…a good way to reach a lot of different people.”

He hopes to see Wall Ball and Country Ramble, another of Mixxus Studio’s Kinect for Windows games, reach beyond typical video gamers. He even foresees their use in retirement homes, helping elderly folks stay physically active by playing fun games that don’t require a mastery of electronic controllers. A blessing also for those of us who are still trying to figure out our TV universal remotes!

The Kinect for Windows Team

Key links

Source: Getting your kicks with Kinect for Windows – Kinect for Windows Product Blog

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[ARTICLE] Usability evaluation of low-cost virtual reality hand and arm rehabilitation games – Full Text PDF

Abstract

The emergence of lower-cost motion tracking devices enables home-based virtual reality rehabilitation activities and increased accessibility to patients. Currently, little documentation on patients’ expectations for virtual reality rehabilitation is available.

This study surveyed 10 people with stroke for their expectations of virtual reality rehabilitation games. This study also evaluated the usability of three lowercost virtual reality rehabilitation games using a survey and House of Quality analysis. The games (kitchen, archery, and puzzle) were developed in the laboratory to encourage coordinated finger and arm movements.

Lower-cost motion tracking devices, the P5 Glove and Microsoft Kinect, were used to record the movements. People with stroke were found to desire motivating and easy-to-use games with clinical insights and encouragement from therapists. The House of Quality analysis revealed that the games should be improved by obtaining evidence for clinical effectiveness, including clinical feedback regarding improving functional abilities, adapting the games to the user’s changing functional ability, and improving usability of the motion-tracking devices.

This study reports the expectations of people with stroke for rehabilitation games and usability analysis that can help guide development of future games.

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[THESIS] AUGMENTED REALITY SYSTEM FOR REHABILITATION: NEW APPROACH BASED ON HUMAN INTERACTION AND BIOFEEDBACK – Full Text PDF

Abstract

Rehabilitation is the process of training for someone in order to recover or improve their lost functions caused by neurological deficits. The upper limb rehabilitation system provides relearning of motor skills that are lost due to any neurological injuries via motor rehabilitation training. The process of motor rehabilitation is a form of motor learning via practice or experience. It requires thorough understanding and examination of neural processes involved in producing movement and learning as well as the medical aspects that may affect the central nervous system (CNS) or peripheral nervous system (PNS) in order to develop an effective treatment system. Although there are numerous rehabilitation systems which have been proposed in literatures, a low cost upper limb rehabilitation system that maximizes the functional recovery by stimulating the neural plasticity is not widely available. This is due to lack of motivation during rehabilitation training, lack of real time biofeedback information with complete database, the requirement of one to one attention between physiotherapist and patient, the technique to stimulate human neural plasticity.

Therefore, the main objective of this thesis is to develop a novel low cost rehabilitation system that helps recovery not only from loss of physical functions, but also from loss of cognitive functions to fulfill the aforementioned gaps via multimodal technologies such as augmented reality (AR), computer vision and signal processing. In order to fulfill such ambitious objectives, the following contributions have been implemented.

Firstly, since improvements in physical functions are targeted, the Rehabilitation system with Biofeedback simulation (RehaBio) is developed. The system enhances user’s motivation via game based therapeutic exercises and biofeedback. For this, AR based therapeutic games are developed to provide eye-hand coordination with inspiration in motivation via immediate audio and visual feedback. All the exercises in RehaBio are developed in a safe training environment for paralyzed patients. In addition to that, realtime biofeedback simulation is developed and integrated to serve in two ways: (1) from the patient’s point of view, the biofeedback simulation motivates the user to execute the movements since it will animate the different muscles in different colors, and (2) from the therapist’s point of view, the muscle simulations and EMG threshold level can be evaluated as patient’s muscle performance throughout the rehabilitation process.

Secondly, a new technique that stimulates the human neural plasticity is proposed. This is a virtual human arm (VHA) model that driven by proposed continuous joint angle prediction in real time based on human biological signal, Electromyogram (EMG). The VHA model simulation aims to create the illusion environment in Augmented Realitybased Illusion System (ARIS).

Finally, a complete novel upper limb rehabilitation system, Augmented Reality-based Illusion System (ARIS) is developed. The system incorporates some of the developments in RehaBio and real time VHA model to develop the illusion environment. By conducting the rehabilitation training with ARIS, user’s neural plasticity will be stimulated to reestablish the neural pathways and synapses that are able to control mobility. This is achieved via an illusion concept where an illusion scene is created in AR environment to remove the impaired real arm virtually and replace it with VHA model to be perceived as part of the user’s own body. The job of the VHA model in ARIS is when the real arm cannot perform the required task, it will take over the job of the real one and will let the user perceive the sense that the user is still able to perform the reaching movement by their own effort to the destination point. Integration with AR based therapeutic exercises and motivated immediate intrinsic and extrinsic feedback in ARIS leads to serve as a novel upper limb rehabilitation system in a clinical setting.

The usability tests and verification process of the proposed systems are conducted and provided with very encouraging results. Furthermore, the developments have been demonstrated to the clinical experts in the rehabilitation field at Port Kembla Hospital. The feedback from the professionals is very positive for both the RehaBio and ARIS systems and they have been recommended to be used in the clinical setting for paralyzed patients.

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[ARTICLE] Effects of game-based virtual reality on health-related quality of life in chronic stroke patients: A randomized, controlled study

Highlights

Rehabilitation can improve physical function and quality of life after a stroke.

Virtual reality (VR) is an emerging modality for performing rehabilitation.

We evaluated the effects of VR and conventional therapy among stroke patients.

VR plus therapy improved specific health-related quality of life items.

VR plus therapy also improved depression and physical function measures.

Abstract

In the present study, we aimed to determine whether game-based virtual reality (VR) rehabilitation, combined with occupational therapy (OT), could improve health-related quality of life, depression, and upper extremity function. We recruited 35 patients with chronic hemiparetic stroke, and these participants were randomized into groups that underwent VR rehabilitation plus conventional OT, or the same amount of conventional OT alone, for 20 sessions over 4 weeks. Compared to baseline, the VR rehabilitation plus OT group exhibited significantly improved role limitation due to emotional problems (p=0.047). Compared to baseline, both groups also exhibited significantly improved depression (p=0.017) and upper extremity function (p=0.001), although the inter-group differences were not significant. However, a significant inter-group difference was observed for role limitation due to physical problems (p=0.031). Our results indicate that game-based VR rehabilitation has specific effects on health-related quality of life, depression, and upper extremity function among patients with chronic hemiparetic stroke.

via Effects of game-based virtual reality on health-related quality of life in chronic stroke patients: A randomized, controlled study.

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