Literature DB >> 27586484

MirrARbilitation: A clinically-related gesture recognition interactive tool for an AR rehabilitation system.

Alana Elza Fontes Da Gama1, Thiago Menezes Chaves2, Lucas Silva Figueiredo2, Adriana Baltar2, Ma Meng3, Nassir Navab3, Veronica Teichrieb2, Pascal Fallavollita4.   

Abstract

BACKGROUND AND
OBJECTIVE: Interactive systems for rehabilitation have been widely investigated for motivational purposes. However, more attention should be given to the manner in which user movements are recognized and categorized. This paper aims to evaluate the efficacy of using a clinically-related gesture recognition tool, based on the international biomechanical standards (ISB) for the reporting of human joint motion, for the development of an interactive augmented reality (AR) rehabilitation system -mirrARbilitation.
METHODS: This work presents an AR rehabilitation system based on ISB standards, which enables the system to interact and to be configured according to therapeutic needs. The Kinect(TM) skeleton tracking technology was exploited and a new movement recognition method was developed to recognize and classify biomechanical movements. Further, our mirrARbilitation system provides exercise instructions while simultaneously motivating the patient. The system was evaluated on a cohort of 33 patients, physiotherapists, and software developers when performing shoulder abduction therapy exercises. Tests were performed in three moments: (i) users performed the exercise until they feel tired without the help of the system, (ii) the same however using the mirrARbilitation for motivation and guidance, and (iii) users performed the exercise again without the system. Users performing the movement without the help of the system worked as baseline reference.
RESULTS: We demonstrated that the percentage of correct exercises, measured by the movement analysis method we developed, improved from 69.02% to 93.73% when users interacted with the mirrARbilitation. The number of exercise repetitions also improved from 34.06 to 66.09 signifying that our system increased motivation of the users. The system also prevented the users from performing the exercises in a completely wrong manner. Finally, with the help of our system the users' worst result was performing 73.68% of the rehabilitation movements correctly. Besides the engagement, these results suggest that the use of biomechanical standards to recognize movements is valuable in guiding users during rehabilitation exercises.
CONCLUSION: The proposed system proved to be efficient by improving the user engagement and exercise performance outcomes. The results also suggest that the use of biomechanical standards to recognize movements is valuable in guiding users during rehabilitation exercises.
Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

Entities:  

Keywords:  Augmented reality; Biomechanics; Interaction; Kinect(TM); Movement analysis; Rehabilitation

Mesh:

Year:  2016        PMID: 27586484     DOI: 10.1016/j.cmpb.2016.07.014

Source DB:  PubMed          Journal:  Comput Methods Programs Biomed        ISSN: 0169-2607            Impact factor:   5.428


  11 in total

1.  CNN Deep Learning with Wavelet Image Fusion of CCD RGB-IR and Depth-Grayscale Sensor Data for Hand Gesture Intention Recognition.

Authors:  Ing-Jr Ding; Nai-Wei Zheng
Journal:  Sensors (Basel)       Date:  2022-01-21       Impact factor: 3.576

Review 2.  Health-Enabling Technologies to Assist Patients With Musculoskeletal Shoulder Disorders When Exercising at Home: Scoping Review.

Authors:  Lena Elgert; Bianca Steiner; Birgit Saalfeld; Michael Marschollek; Klaus-Hendrik Wolf
Journal:  JMIR Rehabil Assist Technol       Date:  2021-02-04

3.  Upbeat: Augmented Reality-Guided Dancing for Prosthetic Rehabilitation of Upper Limb Amputees.

Authors:  Marina Melero; Annie Hou; Emily Cheng; Amogh Tayade; Sing Chun Lee; Mathias Unberath; Nassir Navab
Journal:  J Healthc Eng       Date:  2019-03-19       Impact factor: 2.682

4.  Using augmented reality technology for balance training in the older adults: a feasibility pilot study.

Authors:  Sven Blomqvist; Stefan Seipel; Maria Engström
Journal:  BMC Geriatr       Date:  2021-02-26       Impact factor: 3.921

5.  Long-term Effectiveness and Adoption of a Cellphone Augmented Reality System on Patients with Stroke: Randomized Controlled Trial.

Authors:  Chong Li; Xinyu Song; Jie Jia; Peter Shull; Shugeng Chen; Chuankai Wang; Jieying He; Yongli Zhang; Shuo Xu; Zhijie Yan
Journal:  JMIR Serious Games       Date:  2021-11-23       Impact factor: 4.143

6.  Patient-Tailored Augmented Reality Games for Assessing Upper Extremity Motor Impairments in Parkinson's Disease and Stroke.

Authors:  Paulina J M Bank; Marina A Cidota; P Elma W Ouwehand; Stephan G Lukosch
Journal:  J Med Syst       Date:  2018-10-30       Impact factor: 4.460

7.  A surface electromyography and inertial measurement unit dataset for the Italian Sign Language alphabet.

Authors:  Iacopo Pacifici; Paolo Sernani; Nicola Falcionelli; Selene Tomassini; Aldo Franco Dragoni
Journal:  Data Brief       Date:  2020-10-22

8.  An sEMG-Controlled 3D Game for Rehabilitation Therapies: Real-Time Time Hand Gesture Recognition Using Deep Learning Techniques.

Authors:  Nadia Nasri; Sergio Orts-Escolano; Miguel Cazorla
Journal:  Sensors (Basel)       Date:  2020-11-12       Impact factor: 3.576

9.  AGT-Reha-WK study: protocol for a non-inferiority trial comparing the efficacy and costs of home-based telerehabilitation for shoulder diseases with medical exercise therapy.

Authors:  Bianca Steiner; Lena Elgert; Reinhold Haux; Klaus-Hendrik Wolf
Journal:  BMJ Open       Date:  2020-10-05       Impact factor: 2.692

10.  Improving patient rehabilitation performance in exercise games using collaborative filtering approach.

Authors:  Waidah Ismail; Ismail Ahmed Al-Qasem Al-Hadi; Crina Grosan; Rimuljo Hendradi
Journal:  PeerJ Comput Sci       Date:  2021-07-14
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