Literature DB >> 30521854

An interactive and low-cost full body rehabilitation framework based on 3D immersive serious games.

Danilo Avola1, Luigi Cinque2, Gian Luca Foresti1, Marco Raoul Marini3.   

Abstract

Strokes, surgeries, or degenerative diseases can impair motor abilities and balance. Long-term rehabilitation is often the only way to recover, as completely as possible, these lost skills. To be effective, this type of rehabilitation should follow three main rules. First, rehabilitation exercises should be able to keep patient's motivation high. Second, each exercise should be customizable depending on patient's needs. Third, patient's performance should be evaluated objectively, i.e., by measuring patient's movements with respect to an optimal reference model. To meet the just reported requirements, in this paper, an interactive and low-cost full body rehabilitation framework for the generation of 3D immersive serious games is proposed. The framework combines two Natural User Interfaces (NUIs), for hand and body modeling, respectively, and a Head Mounted Display (HMD) to provide the patient with an interactive and highly defined Virtual Environment (VE) for playing with stimulating rehabilitation exercises. The paper presents the overall architecture of the framework, including the environment for the generation of the pilot serious games and the main features of the used hand and body models. The effectiveness of the proposed system is shown on a group of ninety-two patients. In a first stage, a pool of seven rehabilitation therapists has evaluated the results of the patients on the basis of three reference rehabilitation exercises, confirming a significant gradual recovery of the patients' skills. Moreover, the feedbacks received by the therapists and patients, who have used the system, have pointed out remarkable results in terms of motivation, usability, and customization. In a second stage, by comparing the current state-of-the-art in rehabilitation area with the proposed system, we have observed that the latter can be considered a concrete contribution in terms of versatility, immersivity, and novelty. In a final stage, by training a Gated Recurrent Unit Recurrent Neural Network (GRU-RNN) with healthy subjects (i.e., baseline), we have also provided a reference model to objectively evaluate the degree of the patients' performance. To estimate the effectiveness of this last aspect of the proposed approach, we have used the NTU RGB + D Action Recognition dataset obtaining comparable results with the current literature in action recognition.
Copyright © 2018 Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Body modeling; Deep learning; Immersive Virtual Reality (IVR); Rehabilitation; Serious games; Time-of-Flight (ToF) camera

Mesh:

Year:  2018        PMID: 30521854     DOI: 10.1016/j.jbi.2018.11.012

Source DB:  PubMed          Journal:  J Biomed Inform        ISSN: 1532-0464            Impact factor:   6.317


  6 in total

1.  A Novel Robot-Aided Upper Limb Rehabilitation Training System Based on Multimodal Feedback.

Authors:  Lizheng Pan; Lu Zhao; Aiguo Song; Zeming Yin; Shigang She
Journal:  Front Robot AI       Date:  2019-11-08

Review 2.  The Influence of Virtual Reality Head-Mounted Displays on Balance Outcomes and Training Paradigms: A Systematic Review.

Authors:  Pooya Soltani; Renato Andrade
Journal:  Front Sports Act Living       Date:  2021-02-09

3.  An open source graphical user interface for wireless communication and operation of wearable robotic technology.

Authors:  Luke A Tucker; Ji Chen; Lauren Hammel; Diane L Damiano; Thomas C Bulea
Journal:  J Rehabil Assist Technol Eng       Date:  2020-12-14

Review 4.  Kinect-Based Rehabilitation Systems for Stroke Patients: A Scoping Review.

Authors:  Sohrab Almasi; Hossein Ahmadi; Farkhondeh Asadi; Leila Shahmoradi; Goli Arji; Mojtaba Alizadeh; Hoshang Kolivand
Journal:  Biomed Res Int       Date:  2022-03-27       Impact factor: 3.411

5.  A systematic review on the usability of robotic and virtual reality devices in neuromotor rehabilitation: patients' and healthcare professionals' perspective.

Authors:  Francesco Zanatta; Anna Giardini; Antonia Pierobon; Marco D'Addario; Patrizia Steca
Journal:  BMC Health Serv Res       Date:  2022-04-20       Impact factor: 2.908

Review 6.  A Review of Hand Function Rehabilitation Systems Based on Hand Motion Recognition Devices and Artificial Intelligence.

Authors:  Yuexing Gu; Yuanjing Xu; Yuling Shen; Hanyu Huang; Tongyou Liu; Lei Jin; Hang Ren; Jinwu Wang
Journal:  Brain Sci       Date:  2022-08-15
  6 in total

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