| Literature DB >> 24996956 |
Abstract
In this paper we present a review of the most current avenues of research into Kinect-based elderly care and stroke rehabilitation systems to provide an overview of the state of the art, limitations, and issues of concern as well as suggestions for future work in this direction. The central purpose of this review was to collect all relevant study information into one place in order to support and guide current research as well as inform researchers planning to embark on similar studies or applications. The paper is structured into three main sections, each one presenting a review of the literature for a specific topic. Elderly Care section is comprised of two subsections: Fall detection and Fall risk reduction. Stroke Rehabilitation section contains studies grouped under Evaluation of Kinect's spatial accuracy, and Kinect-based rehabilitation methods. The third section, Serious and exercise games, contains studies that are indirectly related to the first two sections and present a complete system for elderly care or stroke rehabilitation in a Kinect-based game format. Each of the three main sections conclude with a discussion of limitations of Kinect in its respective applications. The paper concludes with overall remarks regarding use of Kinect in elderly care and stroke rehabilitation applications and suggestions for future work. A concise summary with significant findings and subject demographics (when applicable) of each study included in the review is also provided in table format.Entities:
Mesh:
Year: 2014 PMID: 24996956 PMCID: PMC4094409 DOI: 10.1186/1743-0003-11-108
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 4.262
Figure 1Manuscript Structure. Structure of the manuscript summarizing how studies included in this review were grouped together into relevance-based subsections. The Applications in Elderly Care section is comprised of two subsections: 1) Fall detection and 2) Fall risk reduction. The Applications in Stroke Rehabilitation section contains: 1) Evaluation of Kinect’s spatial accuracy and 2) Kinect-based rehabilitation methods. We have included a third section titled ‘Serious and exercise games’ for studies that we believe are indirectly related to the first two sections and present a complete system for elderly care or stroke rehabilitation in a Kinect-based game format. There are many applications of the Kinect in rehabilitative and assistance-based research that, while extremely important, fall outside the scope of this systematic review.
Overview of studies categorized under the section applications of Kinect in elderly care
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| Kepski et al. | 2012 | Study type: methodologyParticipants: unspecifiedAge: unspecified | The study utilized a fuzzy inference system which combined data from the Kinect and a wearable accelerometer and gyroscope, and was run on PandaBoard ES in real-time. Unobtrusive fall detection with experimental results indicating high effectiveness of fall detection even in environments lacking visible light were reported. |
| Planinc et al. | 2013 | Study type: methodologyParticipants: 2 (unspecified gender)Age: unspecified | Eighteen different sequences consisting of ten true falls and eight non-falls were examined. A comparison to previous fall detection methods, audio-based and 2D sensor-based, using 3D Image Coordinates (IC) and 3D using world coordinates (WC) resulted in: Recall (defined as: |
| Rougier et al. | 2011 | Study type: methodologyParticipants: unspecifiedAge: unspecified | After examining 79 videos: 30 sitting down, 25 falls (including 7 totally occluded), and 24 crouching (including 6 totally occluded), an overall fall detection success rate of 98.7% was observed using the centroid height relative to floor level and velocity of a moving body methodology. All ‘not occluded’ events were correctly classified, but in the case of a total occlusion, utilizing body velocity remains unverified in discriminating a person who falls from a person who brutally sits. |
| Lee et al. | 2012 | Study type: researchParticipants: unspecifiedAge: unspecified175 video segments of walking, standing, crouching down, standing up, fallingforward | Algorithm capable of monitoring shadow filled or completely dark environments. The system used three features: bounding box ratios, normalized 2-D velocity variations from the centroids, and Kinect-gathered depth information. The algorithm was then validated by applying it to 175 video segments of walking, standing, crouching down, standing up, falling forward, falling backward, falling to the right, and falling to the left; resulting in an overall accuracy of 97% and a minimal false positive rate of 2%. |
| Mastorakis et al. | 2012 | Study type: researchParticipants: 8 (unspecified gender) Age: unspecified | A 3D bounding box methodology was utilized to detect falls using 184 recorded videos: 48 falls (backward, forward and sideways), 32 seating activities, 48 lying activities on the floor (backward, forward and sideways) and 32 “picking up an item from the floor.” Other miscellaneous activities that change the size of the 3D bounding box were also performed (i.e. sweeping with a broom, dusting with a duster). The system was reported as 100% accurate with respect to fall detection with no observed false positives or false negatives; however, due to the unique method of fall detection utilized, if an item (i.e. chair) wasmoved, a new bounding box was created for the item and if it subsequently fell over, a false fall detection could be triggered. |
| Zhang et al. | 2012 | Study type: researchParticipants: 5 (unspecified gender)Age: unspecifiedUtilized 200 recorded videos(condition 1 = 100, condition2 = 50, condition 3 = 50.) | System used two models: the appearance model, a method of extracting data from 2D images when subject was out of range of the Kinect’s depth sensing, and the kinematic model using data derived from the Kinect’s 3D world coordinates readings. The model was trained using data captured under three different conditions: 1) less than 4 meters distance - normal illumination; 2) subject in range of depth sensor - without enough illumination; and 3) greater than 4 meters distance - normal illumination. Comparisons were conducted between: falling from a chair (L1); falling from standing (L2); standing (L3); sitting on a chair (L4), and sitting on the floor (L5). Under condition #1, the appearance model resulted in: L1 = 90%, L2 = 60%, L3 = 70%, L4 = 60%, L5 = 100% accuracy, whereas the kinematic model model resulted in: L1 = 100%, L2 = 90%, L3 = 100%, L4 = 100%, L5 = 100% accuracy. Under condition #2, the appearance model resulted in: L1 = 80%, L2 = 30%, L3 = 70%, L4 = 80%, L5 = 10% accuracy, whereas the kinematic model resulted in: L1 = 100%, L2 = 80%, L3 = 100%, L4 = 90%, L5 = 100% accuracy. The appearance approach performed at a speed of 0.0074s. The kinematic approach performed at a speed of 0.0194s. |
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| Parajuli et al. | 2012 | Study type: methodologyParticipants: unspecifiedAge: unspecified | Four data sets used 1) normal walking; 2) abnormal walking; 3) standing, and 4) sitting. Nine methods utilizing various combinations of the following variables were used: Z-coordinate, absolute height, arms coordinates, and a Support Vector Machine (SVM). Correct detection of normal and abnormal walking, sitting, and standing of a C-SVM (SVM using C-Support Vector Classification) increased from (≈71% to ≈99%) with the use of scaling SVM data. This lead to the conclusion that SVM scaling of data is critical for accuracy within algorithms such as this. Both posture and gait recognition were observed to follow a similar pattern of accuracy. |
| Gabel et al. | 2012 | Study type: methodologyParticipants: 23 (m = 19, f = 4)Age: 26 to 56 | The study conducted a full body gait analysis of Kinect readings, compared to two pressure sensors (FlexiForce, A2013) and a gyroscope (ITG-3200 by InvenSense4) and resulted in the following (units in ms): |
| | | | Left stride: avg strides captured = 1169; mean difference (kinect v. baseline) = 8; SD = 62; |
| | | | Right stride: avg collected = 1130; mean difference (kinect v. baseline) = 2; SD = 46; |
| | | | Left stance: avg collected = 634; mean difference (kinect v. baseline) = -8; SD = 110; |
| | | | Right stance: avg collected = 595; mean difference (kinect v. baseline) = -20; SD = 90; |
| | | | Left swing: avg collected = 518; mean difference (kinect v. baseline) = 6; SD = 115; |
| | | | Right swing: avg collected = 541; mean difference (kinect v. baseline) = 27; SD = 104; |
| | | | Angular velocity of arm resulted in a correlation coefficient between the Kinect-based prediction and the gyroscope-based true value of >0.91 for both arms with an avg difference of (units in °/second): left arm = 1.52; right arm = -0.86 (SD L = 48.36 R = 44.63) |
| Stone et al. | 2011 | Study type: methodologyParticipants: 3 (unspecified gender) Age: unspecified18 total walking sequences - two walks were collected for each speed: slow, normal, and fast for each participant. | The calculated percentage difference between the Kinect systems readings and the Vicon system readings for walking speed, average stride time, and average stride length measurements are as follows (Mean (M), Standard Deviation (SD), Maximum (MAX)): Kinect #1 (parallel to sensor): walking speed: M = -4.1%, SD = 1.9%, MAX = 9.6%; stride time: M = 1.9% SD = 2.5%, MAX = 4.1%; stride length: M = -1.9%, SD = 2.5%, MAX = 11.7%. Kinect #2 (away from sensor): walking speed: M = -1.9%, SD = 1.2%, MAX = 4.9%; stride time: M = 0.7%, SD = 1.3, MAX = 8.4%; and stride length: M = -1.1, SD = 2.5, MAX = 9.4%. A secondary artefact noted during this study: typically Kinect-gathered data at a relatively long range becomes unusable; however, utilizing this system, initial data showed little change in accuracy at long range (up to 8.1 meters). A validation of this unusual result has yet to substantiate these initial findings. |
| Stone et al. | 2012 | Study type: methodologyParticipants: 7 (m = 4, f = 3)Age: 75–95 | Unobtrusively identified walking sequences and automatically generated habitual, in-home gait parameter estimates. The following is representative data for participant 1: Avg. speed (cm/sec): 62.2, computed avg. speed: 61.0; True stride time (sec): 1.17, computed stride time (sec): 1.17; True avg. stride length (cm): 71.6, computed avg. stride length (cm): 70.1; True height(cm): 162.1, computed height (cm): 161.8. |
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| Marston et al. | 2012 | Study type: review | Narrative review of the current technologies viable for game-based solutions to enable enhanced quality of life in the elderly. The use of videogames for health related purposes demands game classification systems which take into account their player-base’s physical, cognitive, and social requirements, which can include a wide range of impairments. |
| Smith et al. | 2012 | Study type: review | Provides an overview of the main systems for in-home motion capture and some of the preliminary uses in elderly care, stroke rehabilitation, and assessment and/or training of functional ability of the elderly. |
| Staiano et al. | 2011 | Study type: review | Review paper which provides an overview of the measurement capabilities of exergames to derive viable data for clinical data pertaining to physical health, caloric expenditure, duration of use, balance, and other categories of interest. |
| Tanaka et al. | 2012 | Study type: review | Comparison of the Kinect, EyeToy, and Wii systems including technical specifications, the motion sensing capabilities of each interface, and the motion required to support therapeutic activity types. Discussion focuses on the unique research implications of using these three motion capture tools. |
| Wiemeyer et al. | 2012 | Study type: review | Specific challenges for game design presented: 1) selection of appropriate movements to offer meaningful exercise contexts for older subjects; 2) utilization of devices offering options that combine challenge and support; 3) determining appropriate game-based ‘dosage’; 4) randomized controlled trials to corroborate effects, and 4) development and evaluation of adequate training settings. |
| Arntzen et al. | 2011 | Study type: methodologyParticipants: Elderly care workersand one researcherAge: Unspecified | Presented concepts and requirements for developing Kinect-based games for the elderly and presents seven important issues that each game should consider during controller-free game development: visual, hearing, motion, technological acceptance, enjoyment, and emotional response. |
| Golby et al. | 2011 | Study type: methodology | The proposed system’s aim is to present occupational therapists with a tool that provides a range of motion analysis which enables gathering of patients’ range of motion from remote locations and the comparison of this gathered data with the range of motion required for a variety of activities of daily living. |
| Garcia et al. | 2012 | Study type: methodology | Proposes a system for clinically viable data capture of participants balance level utilizing a Choice Step Reaction Time mini game which requires participants to step on targets in a variety of ways. |
| Maggiorini et al. | 2012 | Study type: methodology | Description of a prototype game-based rehabilitation paradigm to enable home-based rehabilitation exercises for the elderly which can be monitored by caretakers of various sorts. The system includes: a distributed software architecture comprising of end systems, elderly users, caretakers, a core server, and a communication system. |
| Gerling et al. | 2012 | Study type: researchParticipants: 15 (institutionalizedolder adults, m = 8, f = 7)Age: Range 60 to 90, mean = 73.72 (SD = 9.90) | Investigated how elderly participants responded to game-based gestures. Results were compiled with the positive and negative affect scale (PANAS), mean (M), standard deviation (SD). Overall, the positive emotional affect was slight (before: M = 3.34, SD = 0.64, after: M = 3.88, SD = 0.79, ( |
| Chiang et al. | 2012 | Study type: researchExperimental Group:Participants: 22Age: 78.55 (± 6.70) | The Vienna Test System, the Soda Pop test, and a Mann-Whitney non-parametric test were used to evaluate beneficial effects of Kinect usage on reaction time and hand-eye coordination. Reaction time (units in milliseconds Vienna Test System): - Experimental group: a median improvement of 167.51, and a decrease in SD of 362.66. - Control group: a median decline of -202.9, and an increase in SD of 183.56. |
| | | Control Group:Participants: 31 Age: 79.97 (± 7.00) | Hand-eye coordination time(units in seconds, Soda Pop test): - Experimental group: a median improvement of 6.01, and a decrease in SD of 0.34. - Control group: a median decline in 1.61, and an increase in SD of 5.49 |
| Chen et al. | 2012 | Study type: researchExperimental Group:Participants: 21 (m = 3 f = 19) Age: 65–92 Control Group: Participants: 39 (m = 15, f = 24)Age: 65–92 | 22 out of the 61 participants volunteered to be in the experimental group for a 4-week course of training which involved three 30 minute sessions per week - 5-minute warm up, 20-minute interactive gaming, and 5-minute cool down. Health-Related Quality of Life (HRQOL), SF-8 (Quality Metric) questionnaire of General health (GH); Physical Function (PF); Role Physical (RP); Body Pain (BP); Vitality (VT) Social Functioning (SF); General Mental Health (MH); Role Emotional (RE), was employed in this study and an ANCOVA analysis was done. In the physical component summary of the HRQOL improvements were noted in the categories of general health, physical function, role physical, and body pain (p <0.05). The mental component summary; however, in general showed no significant differences between experimental and control groups (p <0.05). Results are out of 100: Experimental Group: GH = 48.69 to 54.49; PF = 50.73 to 52.34; RP = 51.91 to 52.70; BP = 52.90 to 57.44; VT = 57.16 to 57.04; SF = 52.85 to 55.50; MH = 56.14 to 55.53, RE = 51.19 to 51.83. Control Group: GH = 48.99 to 46.64; PF = 47.76 to 47.90; RP = 48.00 to 47.92; BP = 54.04 to 51.75; VT = 52.51 to 51.12; SF = 47.49 to 47.04; MH = 51.96 to 50.41, RE = 47.10 to 49.67. |
| Pham et al. | 2012 | Study type: researchParticipants: 24 (older adults m = 7, f = 17) Age: mean = 74, SD = 6.4 | A comparison of button-based, mixed button/gesture-based, and gesture-based controllers was conducted through surveys aiming to identify user preference. The gesture-based controller was most preferred (42%) with the Mixed Controller next (25%) and the button controller last (8%); however, 21% did not care either way, and 4% enjoyed all types equally. Completion times were lower for mixed button and gesture systems, compared to the standalone Button Controller or Gesture Controller (Wilks’ Lambda =.16, F(2,22) = 54.98, p <0.05). |
| Hassani et al. | 2011 | Study type: researchParticipants: 12 (m = 5, f = 7) Age: mean = 77.17 (SD = 7.19)range: 71 to 96. | 7-point Likert scale (7 - max agreement) on standard deviation for Effort, Ease and Anxiety (EEA) which measures how easily people think they can adapt and learn how to work with the technology, overcoming eventual anxieties and Performance and Attitude (PA) which measures how respondents ‘see themselves’ both practically and socially in the light of the new technology: EEA for Gestures: mean = 6.13, SD = 1.02; EEA for Touch = 6.18, SD = 1.01; PA for Gestures: mean = 6.01, SD 1.43; PA for Touch = 6.00, SD = 1.84. |
| Sun et al. | 2013 | Study type: researchParticipants: 23 (m = 12, f = 11) Age: 21 to 30 | This study explored how Kinect-based balance training exercises influenced balance control ability and tolerable intensity level of the player. The results showed that varying evaluation methods of player experience could easily result in different findings making it hard to accurately study the design of those exergames for training purposes. This was accomplished by requiring a participant to stand on one leg within a posture frame (PF) and evaluating the resulting balance control ability in both static and dynamic gaming modes using a 6-axis AMTI force plate. The game would move various body-outline shapes toward the player’s avatar, and the player would then have to imitate the body-outline shape in order to pass through it without touching the outline. Force plate data - Fx, Fy, Fz, Mx, My, and Mz - was preprocessed and MATLAB was used for calculations. The following parameters were analyzed: small frame 1-second travel time (SF1S), large frame 1-second travel time (LF1S), small frame 2-second travel time (SF2S), large frame 2-second travel time (LF2S): Mean distance-anterior posterior: SF1S = 0.77(± 0.25); LF1S = 0.70(± 0.18); SF2S = 0.97(± 0.25); LF2S = 0.94(± 0.29) Mean distance-medial lateral: SF1S = 1.98(± 1.16); LF1S = 1.99(± 1.16); SF2S = 1.94(± 1.47); LF2S = 1.72(± 1.32) Total excursions: SF1S = 53.98(± 15.57); LF1S = 53.68(± 17.28); SF2S = 53.68(± 16.32); LF2S = 51.52(± 17.87) Sway area: SF1S = 0.07(± 0.06); LF1S = 0.06(± 0.05); SF2S = 0.06(± 0.05); LF2S = 0.06(± 0.02) |
Overview of studies categorized under the section applications of Kinect in stroke rehabilitation
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| Pedro et al. | 2012 | Study type: methodologyParticipants: 1 (robotic arm) Age: N/A | A KUKA robotic arm (precision accuracy of up to 0.05 mm) was utilized for precise movements. The Kinect was attached to this arm and a target was positioned at a static position in the KUKA arm’s work space resulting in Kinect readings with a min error of 0.036 mm, max error of 12.25 mm, mean error of 4.95 mm and standard deviation of 2.09 mm in comparison to the KUKA as a ground truth. |
| Chang et al. | 2012 | Study type: methodologyParticipants: 2 (m = 1, f = 1) Age: (unspecified) | Appraised the tracking performance of the kinect specifically for a set of six upper limb motor tasks in regards to a high fidelity OptiTrack optical tracking system consisting of an array of 16 ceiling-mounted cameras. The following motions were utilized: external rotation, shoulder abduction, shoulder adduction (diagonal pull down) scapular retraction, shoulder flexion, and shoulder extension. While a statistical analysis of data captured was not offered, a visual representation demonstrated that data trends for both systems, in regards to hand and elbow represent competitive movement tracking performance, whereas shoulder readings were widely inconsistent. The authors attribute these inconsistent shoulder readings as due to differing methods of motion capture and joint estimation between the OptiTrack and the Kinect. Furthermore, the participants were asked to utilize External Rotation of the shoulder 10 times each, with 5 correct movements and 5 incorrect movements. The Kinect-based game implemented successfully identified all the incorrect movements. |
| Clark et al. | 2012 | Study type: methodologyParticipants: 20 (healthy, m = 10,f = 10) Age: 27.1 yr (± 4.5) Height: 173.7cm (± 10.3) Mass: 71.7kg (± 11.0) | Type 2,1 intra-class correlation coefficient difference between Kinect and Vicon Nexus (ICC) and ratio of coefficient of variation difference between systems (CV) was conducted using three postural control tests: a forward reach, a lateral reach, and a one leg standing balance test. The points of examination were of distance reached, trunk flexion angle (sagittal and coronal), and a balance test focused on spatio-temporal changes in the sternum, pelvis, knee and ankle as well as the angle of lateral and anterior trunk flexion. The results demonstrated a very high level of agreement between systems. The following is a sample of reported data (units in mm): Lateral reach: - Sternum: ICC = 0.03, CV = 0.1; Hand: ICC = 0.16, CV = 5.5; Trunk (deg): ICC = 0.01, CV = 0.7; Forward reach: - Sternum: ICC = 0.07, CV = 1.0; Hand: ICC = 0.05, CV = 1.2; Trunk (deg) ICC = 0.00, CV = 0.6; Single leg balance: - For a full-body joint-by-joint char of details see Table one and Table two on page 375 of the study |
| Obdrzalek et al. | 2012 | Study type: methodologyParticipants: 5 (unspecified gender) Age: unspecified | Full-body comparison between the Kinect and PhaseSpace Recap for joint position readings of mean difference, standard deviation from mean, and right and left specific measurements. Overall error was typically within sub-centimeter accuracy; however, centimeter level accuracy was also noted on more difficult joint comparisons, such as the hip For detailed results of the comparison based on a front view see Table one on page 5 of the study For detailed results of the comparison based on a 30° view see Table two on page 5 of the study For detailed results of the comparison based on a 60° view see Table three on page 5 of the study |
| Loconsole et al. | 2012 | Study type: methodologyParticipants: 1 (healthy, male) Age: 25 | This study utilized an L-Exos controller exoskeleton robot arm and a Kinect in order to track a patients upper extremities and objects and examined: 1) light variation: very intensive, medium and low illumination - no substantial differences; 2) occlusions: two objects moved to occlude each other - no adverse effect and both items were correctly recognized again post occlusion; 3) object roto-traslation: rotation and movement of two tracked objects - no substantial error introduced, and 4) accuracy: error was negligible (within 2 cm). Accuracy test starting distances: 500 mm, 700 mm, and 900 mm on the Z axes. The object was moved 10 mm, and then 20 mm, and finally 50 mm along the X and Z axes. The following shows the error introduced by the specified movements on the Z and X axes (all units in mm): 500 distance: +10 mm: Z = 0.1, X = 0.1; +20 mm: Z = 0.3, X = 0.1; +30 mm: Z = 0.5, X = 0.5 700 distance: +10 mm: Z = 0.5, X = 0.2; +20 mm: Z = 0.8, X = 0.2; +30 mm: Z = 1.2, X = 0.5 900 distance: +10 mm: Z = 0.6, X = 0.4; +20 mm: Z = 1.9, X = 0.4; +30 mm: Z = 2.1, X = 0.5 |
| Fern et al. | 2012 | Study type: methodologyParticipants: 1 (healthy, male) Age: unspecified | Accuracy comparison was done between Kinect (OpenNI and Primesense’s NITE) and a 24 camera Vicon (MX3) system. Movements included: 1) knee flexion and extension; 2) hip flexion and extension on the sagittal plane; 3) hip adduction and abduction on the coronal plane with knee extended; 4) shoulder flexion and extension on the sagittal plane with elbow extended; 5) shoulder adduction and abduction on the coronal plane with elbow extended, and 6) shoulder horizontal adduction and abduction on the transverse plane with elbow extended. Mean Error (ME) and mean error relative to Range of Motion (ROM) was calculated. All error readings for the knee and hip are lower than 10° ranging from 6.78° to 9.92°. Dynamic ranges of motion are between 89° and 115°. ME increases when ROM is higher mainly due to occlusion. Error readings for the shoulder range from 7° to 13°. |
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| Saposnik et al. | 2011 | Study type: review | A meta-analysis to determine the benefit of VR technology for post stroke upper extremity recovery was conducted and reported improvement of Fugl-Meyer scores and measures of arm speed, range of motion, and force at the ‘Body Structure and Function’ level (of International Classification of Functioning (ICF) [ |
| Hussain et al. | 2012 | Study type: methodology | A prototype system SITAR (System for Independent Task-oriented Assessment and Rehabilitation) aimed at delivering controlled, task-oriented stroke therapy in an independent manner with minimal therapist supervision was presented. The SITAR is a tabletop system that has function as an assessment or rehabilitation system for upper extremities. SITAR has three parts 1) a set of intelligent objects for haptic-based patient interaction, 2) a marker-less tracking system using inertial measurement units and the Kinect to track the position of the intelligent objects and the movement kinematics of a subject extremities and trunk, and 3) Kinect-based games to engage and motivate patient participation. |
| Bo et al. | 2011 | Study type: methodologyParticipants: unspecified (healthy) Age: unspecified | Study proposed a system which utilized a fusion of Kinect and inertial measurement units (IMU) of gyrometers and accelerometers. Using only IMU sensors, individual errors occur in both gyrometers (accumulated error due to bias) and accelerometers (noise and inertial acceleration peaks). Data was significantly more aligned when a fusion of Kinect and the IMU sensors was used via online calibration; however, the study did not provide quantitative results analysis. A video of the experiment can be found at |
| Shiratuddin et al. | 2012 | Study type: methodology | A framework for utilizing non-contact natural user interfaces for an interactive visuotactile 3D virtual environment system was presented in this study. Utilizing the 3D environment of the Kinect may be an approach which could more accurately stimulate the visual cortex and enable more authentic rehabilitation feedback than the current 2D feedback paradigm, ultimately leading to better outcomes. |
| Yeh et al. | 2012 | Study type: methodology | The main objective of the proposed system is to stimulate patient participation in upper limb rehabilitation activities. This is accomplished through various manipulations of a virtual ball that a patient interacts with through control of a Kinect-generated skeleton. In order to target the rehabilitation exercises for clinical purposes, a therapist can control parameters related to the ball (e.g. speed and size). |
| Da Gama et al. | 2012 | Study type: methodologyParticipants: 10 (3 physiotherapyprofessionals, 4 healthy adults, and 3 elderly subjects of unspecified sex.) Age: unspecified | The system introduced in this study focused on the guidance and correction of participant movements during motor rehabilitation therapies. The study focused on shoulder abduction using the following requirements: 1) shoulder abduction (angle >= 90°); 2) elbow angle >= 160°; 3) angle between the arm and frontal vector plane of >= 80° and <= 100°; 4) right and left shoulder height (Y coordinate) must be similar (for trunk compensation detection); 5) actual shoulder abduction angle must be higher than it was before; 6) return to starting position. Study examined 50 ‘correct’ movements (e.g. fulfilling all the former requirements) with participant standing, seated, and positioned at different angles in respect to the Kinect sensor. All 50 of these ‘correct’ movements were recognized as correct to the system. 60 unspecified ‘incorrect’ exercises (e.g. not fulfilling all the former requirements) were also performed and recognized as incorrect by the system - including postural compensation. The participants also completed a Likert-scale questionnaire to assess the negative aspects of the system (5 = as strongly agree): size of letters (2.77), information clarity (3.75), and stimulus (3.47). The positive reported aspects were: user satisfaction (4.67), motivation (4.67), the system easiness (4.64). |
| Pastor et al. | 2012 | Study type: researchParticipants: 1 (stroke, female) Age: 46 | Gameplay involves sliding the impaired limb on top of a transparent support in an attempt to hit various targets. The patients range of motion did not show any statistically significant change before and after system use: Fugl-Meyer score before = 16; after = 16. The patient’s score in game steadily increased during the study; however, the authors note that while the game’s score is proportional to the arm’s movement speed, it does not necessarily correspond to motor recovery. |
| Frisoli et al. | 2012 | Study type: researchParticipants: 7 (m = 6, f = 1, three healthy volunteers, 4 chronic stroke patients) Age: healthy = 27 (± 7), stroke = 64.5(±13) | Thisstudy presented a Kinect-based, multimodal architecture for a brain-controlled interface-driven robotic upper-limb exoskeleton with a goal of providing active assistance during reaching tasks for stroke rehabilitation. The individual and aggregated performance of the SVM classifier in both trainings of visual condition only, and robot-assisted sessions were examined. The reported performance was based on the offline evaluation of the SVM classifier on the training set. Averaged Correct Classification Rate (%), Healthy subject (H), Stroke patient (P), All (A): Visual: H = 88.1(±5.9); P = 91.9(±9.3); A = 88.2(±10.4) Robot: H = 81.2(±13.6); P = 90.4(±4.9); A = 89.4(±5.0) All: H = 86.4(±8.3); P = 91.1(±6.9); A = 88.8(±7.9) |
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| Borghese et al. | 2012 | Study type: methodologyParticipants: unspecified Age: unspecified | Authors state that the system enables quantitative and qualitative exercise evaluation and automatic game-play level adaptation. Presents two serious minigames: Animal Feeder and Fruit catcher. Animal Feeder offers training for dual tasks management (i.e. using both arms simultaneously for different purposes), and In Fruit Catcher the patient is required to utilize reaching and weight shift without movement of the feet. Also, inappropriate movements issue a warning to the player or, in extreme cases, abort the task when detected as unsafe. |
| Huang et al. | 2011 | Study type: methodology | A prototype of a serious game based off Jewel Mine using a Smart Glove that would enable participants to actually reach out and grasp target gems, which are located in a semi-circle above a virtual avatar, and place the gems into a receptacle instead of just touching the gems for collection. This combination would enable concurrent hand and upper limb rehabilitation in one serious game. |
| Lange et al. | 2011 | Study type: methodologyParticipants: 23 (m = 19, f = 4)Participants consisted of those with balance issues related to Stroke(n = 10), TBI (n = 4) and SCI (n = 9) and 10 clinicians (m = 4, f = 6) | The study presented and discussed three potential applications of the Kinect. 1) virtual environments, 2) gesture controlled PC games, and 3) a game developed to target specific movements for rehabilitation. A prototype balance-based reaching game was developed based on Jewel Mine; however, only anecdotal qualitative data was presented in that patients had reported that the games were challenging and fun, and they would be likely to use the technology within the clinic and home settings if given the option. Clinicians also expressed excitement about the use of this type of technology within the clinical setting. |
| Pirovano et al. | 2012 | Study type: methodology | A low-cost game-oriented platform for patients who would benefit greatly from intensive rehabilitation at home. The system proposed would allow for the patient to continue beneficial physician-controlled rehabilitation exercises through remote monitoring and difficulty adjustments as well as a Bayesian-based adaptation schema for automatic game-based difficulty level adjustments. |
| Saini et al. | 2012 | Study type: methodology | The study presented a low-cost game framework for stroke rehabilitation. This program’s goal is to increase patients’ motivation for therapy, and also to study the effects of Kinect-based gaming on hand and leg rehabilitation. Also, game design principles for hand and leg rehabilitation for improving the efficacy of stroke exercise was presented. The proposed framework provides angle based limb representation during exercise to ensure exercises are conducted in a correct biomechanical direction angle lessening the chance of reinjury. |
| Sadihov et al. | 2013 | Study type: methodologyParticipants: unspecified amount of therapists and stroke patients with slight impairment. Age: unspecified | Based on the Kinect-based haptic glove algorithms discussed, three rehabilitation game applications were developed: 1) a table wiping game; 2) a meteor deflection game, and 3) a rope pulling game. The table wiping game consists of an avatar-hand used to wipe stains from a table with different vibration patterns being initiated in the worn haptic glove based on the participant’s movements. In the rope pulling game, the participant’s virtual hand is able to grab and pull a colorful rope which can be modified for various feels through different force thresholds and feedback types. The meteor Game allows the player to deflect falling meteors from smashing into a virtual village. |
| Lange et al. | 2011 | Study type: methodologyParticipants: 20 (m = 17, f = 4) (stroke, TBI, SCI) Age: unspecified | This study presents a system prototype to assess an interactive game-based rehabilitation tool for balance training of adults with neurological injury and was based off the previously developed Jewel Mine game. A series of interviews with clinicians, researchers and patients suffering from neurological conditions impacting balance was used. Preliminary testing took place in an informal setting and reported results were limited to qualitative data about user perceptions of the technology, motivation to use the technology, and the enjoyment level of the system with no quantitative data presented. The authors note that in general participants found the system usable and enjoyable. |
| Jiang et al. | 2012 | Study type: researchParticipants: 3 (upper extremityimpairment, m = 2, f = 1) Age: unspecified | This study presents the following heuristics on selecting gesture patterns for patients with upper extremity impairments based off interviews with subjects with upper extremity impairments and subsequent Borg scale rankings regarding potential movements. The guidelines for gestures selection reported is as follows and were derived using a human-based approach which constructs the gesture lexicon based on studying how potential users interact with each other rather than what would be easy for the system to recognize: (1) Select gestures that do not strain the muscles; (2) Select gestures that do not require much outward elbow joint extension; (3) Select gestures that do not require much outward shoulder joint extension; (4) Select gestures that avoid outer positions; (5) Select dynamic gestures instead of static gestures; (6) Select vertical plane gestures where hands’ extension is avoided; (7) Relaxed neutral position is in the middle between outer positions, and (8) Select gestures that do not require wrist joint extension caused by hand rotation. |
| Llorens et al. | 2012 | Study type: researchParticipants: 15 (m = 8, f = 7) Age: 51.87(±15.57) | A Kinect-based stepping exercise game for clinical effectiveness. In this study an exergame was created with an objective of stepping on randomly rising objects that emerged from the floor surrounding the patient. Each participant underwent twenty 45-minute training sessions, which consisted of six 6-minute repetitions with a one minute resting time between repetitions. Each participant completed at least (max 5) sessions per week. Assessment was with the Berg balance scale (BBS) [ |
Figure 2Study results during PRISMA phases. Visual representation of the article search and inclusion/exclusion process during different phases of the conducted review process.