Posts Tagged Kinect sensor

[Abstract + References] Training of Hand Rehabilitation Using Low Cost Exoskeleton and Vision-Based Game Interface

Abstract

Motivating game-based training have the potential to improve therapy for people with neurological impairments. In recent years, the serious games have become extremely useful tools in rehabilitation field. They aim to stimulate the mobility of the body through an immersive experience that puts the user in interactive virtual environment. This paper is concerned about developing a customized augmented reality system for stroke rehabilitation. This will be done through integrating an interactive serious game interface with a hand exoskeleton device. This game-based rehabilitation system allows users to carry out physical rehabilitation therapies using a natural user interface based on Kinect’s skeletal tracking features and the electromyography (EMG) sensor. During game playing, the interactive user interface provides useful real-time feedback information such as the time required to grasp a desired dynamic virtual object, and the assigned score and thus the ability of the proposed system to provide a compensatory action regarding the dynamic behavior of the virtual target. The main goal of the developed virtual environment is to create positive influences on the rehabilitation process. Patient movement information and signals obtained from the developed exoskeleton device are used together to monitor the rehabilitation progress. The developed exoskeleton hand is a 3D printed low cost device suitable for grasping tasks that can be used even for domestic stroke patients. The developed exoskeleton device is not only a mechanical system able to perform the rehabilitation act but also it presents an effective tracking and traceability software solution. The EMG signals measured during hand motion are used to detect the intention of hand opening or closing which in turn will actuate the mechanical structure to accomplish the desired task. Parameters and results of patients’ exercises are stored and analyzed when needed to evaluate patients’ progress. The developed system is tested experimentally and it is able to restore the functions of the upper limb and mainly give patients more motivation to undergo the rehabilitation exercises.

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[Abstract] Feasibility study of a serious game based on Kinect system for functional rehabilitation of the lower limbs

Summary

Introduction

Conventional functional rehabilitation costs time, money and effort for the patients and for the medical staff. Serious games have been used as a new approach to improve the performance as well as to possibly reduce medical cost in the future for cognitive rehabilitation and body balance control. The objective of this present work was to perform a feasibility study on the use of a new real-time serious game system for improving the musculoskeletal rehabilitation of the lower limbs.

Materials and methods

A basic functional rehabilitation exercise database was established with different levels of difficulties. A 3D virtual avatar was created and scaled to represent each subject-specific body. A portable and affordable Kinect sensor was used to capture real-time kinematics during each exercise. A specific data coupling process was developed. An evaluation campaign was established to assess the developed system.

Results

The squats exercise was the hardest challenge. Moreover, the performance of each functional rehabilitation exercise depended on the physiological profile of each participant. Our game system was clear and attractive for all functional rehabilitation exercises. All testing subjects felt motivated and secure when playing the rehabilitation game.

Discussion

The comparison with other systems showed that our system was the first one focusing on the functional rehabilitation exercises of the lower limbs.

Conclusions

Our system showed useful functionalities for a large range of applications (rehabilitation at home, sports training). Looking forward, new in-situation exercises will be investigated for specific musculoskeletal disorders.

via Feasibility study of a serious game based on Kinect system for functional rehabilitation of the lower limbs – ScienceDirect

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[Abstract] An interactive distance solution for stroke rehabilitation in the home setting – A feasibility study

Background: In this study an interactive distance solution (called the DISKO tool) was developed to enable home-based motor training after stroke. Objectives: The overall aim was to explore the feasibility and safety of using the DISKO-tool, customized for interactive stroke rehabilitation in the home setting, in different rehabilitation phases after stroke. Methods: Fifteen patients in three different stages in the continuum of rehabilitation after stroke participated in a home-based training program using the DISKO-tool. The program included 15 training sessions with recurrent follow-ups by the integrated application for video communication with a physiotherapist. Safety and feasibility were assessed from patients, physiotherapists, and a technician using logbooks, interviews, and a questionnaire. Qualitative content analysis and descriptive statistics were used in the analysis. Results: Fourteen out of 15 patients finalized the training period with a mean of 19.5 minutes spent on training at each session. The DISKO-tool was found to be useful and safe by patients and physiotherapists. Conclusions: This study demonstrates the feasibility and safety of the DISKO-tool and provides guidance in further development and testing of interactive distance technology for home rehabilitation, to be used by health care professionals and patients in different phases of rehabilitation after stroke.

Source: An interactive distance solution for stroke rehabilitation in the home setting – A feasibility study: Informatics for Health and Social Care: Vol 0, No 0

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[CONFERENCE PAPER] Computer Vision-Based Hand Deviation Exercise for Rehabilitation – Full Text PDF

NOVEMBER 2015

Abstract

Computerized monitoring of the home based rehabilitation exercise has many benefits and it has attracted considerable interest among the computer vision community. Nowadays, many rehabilitation systems are proposed, most of the targeted disability is for stroke patient. Some of patient or user just wants to take certain part for rehabilitation. Therefore, this paper is focusing on hand rehabilitation system. The importance of the rehabilitation system is to implement the specific exercise for the specific requirements of the patients that needs rehabilitation therapy. This paper presents the specific hand rehabilitation system using computer vision method. The specific hand rehabilitation implemented in this system is a hand deviation exercise. This exercise is benefited to improve the mobility of the hand and reduce the pain. The hand tracking and finger detection method are used in this hand rehabilitation system. The result of the exercise can be used as a training data for the analysis of the injured hand recovery and healing process.

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