Posts Tagged Tracking
[Abstract + References] Towards a framework for rehabilitation and assessment of upper limb motor function based on Serious Games – IEEE Conference Publication
Posted by Kostas Pantremenos in Paretic Hand, Video Games/Exergames, Virtual reality rehabilitation on July 12, 2018
Abstract
I. Introduction
Biomechanical analysis is an important feature during the evaluation and clinical diagnosis of motor deficits caused by traumas or neurological diseases. For that reason Motion capture (MoCap) systems are widely used in biomechanical studies, in order to collect position data from anatomical landmarks with high accuracy. Their results are used to estimate joint movements, positions, and muscle forces. These quantitative results improve the tracking of changes in motor functions over time, being more accurately than clinical ratings [1]. For clinical applications, these results are usually transformed into clinically meaningful and interpretable parameters, such as gait speed, motion range of joints and body balance.
References
[Master’s thesis] Tracking, monitoring and feedback of patient exercises using depth camera technology for home based rehabilitation – ANNA RIDDERSTOLPE – Full Text PDF
Posted by Kostas Pantremenos in Tele/Home Rehabilitation, Video Games/Exergames on January 3, 2017
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.
[STUDY] – Design of a physiologically informed virtual reality based interactive platform for individuals with upper limb impairment
Posted by Kostas Pantremenos in Virtual reality rehabilitation on October 25, 2014
A large number of stroke-surviving individuals exhibit deficits related to upper limb movement, thereby making post stroke rehabilitation a critical part of patients’ health care system. The patients are typically treated with conventional occupational therapy at the hospital after stroke. However, due to economic pressures and limited health care resources often the patients receive less therapy than required causing them to be deprived of the potential therapeutic benefits. Thus implementing a cost-effective home based technology-assisted rehabilitation system which is capable of providing intensive, adaptive and individualized rehabilitation service is critical. Virtual reality (VR) based rehabilitation system seems to address this challenge effectively. VR technology for rehabilitation allows us to create an interactive environment with precise control over intensity of practice that influence one’s motor control in an individualized manner. In this study we developed an interactive VR-based platform which challenges the coordination skill of individuals with upper limb impairment. Additionally, we used patient’s physiological indices to understand their stress level while they interact with the VR-based rehabilitation environment. The system developed in this work is a first step to understand its potential to provide individualized home-based rehabilitative service with minimal dependency on physiotherapist. In our initial study designed as a proof-of-concept application, one stroke-surviving patient participated in the interactive VR-based task. The preliminary results obtained from this initial study indicate the potential of mapping one’s stress level to his physiological indices. Thus these results indicate the potential applicability of such a system for various stroke-rehabilitation applications

