| Literature DB >> 33114272 |
Iulia-Cristina Stanica1,2, Florica Moldoveanu2, Giovanni-Paul Portelli3, Maria-Iuliana Dascalu1, Alin Moldoveanu2, Mariana Georgiana Ristea4.
Abstract
As life expectancy is mostly increasing, the incidence of many neurological disorders is also constantly growing. For improving the physical functions affected by a neurological disorder, rehabilitation procedures are mandatory, and they must be performed regularly. Unfortunately, neurorehabilitation procedures have disadvantages in terms of costs, accessibility and a lack of therapists. This paper presents Immersive Neurorehabilitation Exercises Using Virtual Reality (INREX-VR), our innovative immersive neurorehabilitation system using virtual reality. The system is based on a thorough research methodology and is able to capture real-time user movements and evaluate joint mobility for both upper and lower limbs, record training sessions and save electromyography data. The use of the first-person perspective increases immersion, and the joint range of motion is calculated with the help of both the HTC Vive system and inverse kinematics principles applied on skeleton rigs. Tutorial exercises are demonstrated by a virtual therapist, as they were recorded with real-life physicians, and sessions can be monitored and configured through tele-medicine. Complex movements are practiced in gamified settings, encouraging self-improvement and competition. Finally, we proposed a training plan and preliminary tests which show promising results in terms of accuracy and user feedback. As future developments, we plan to improve the system's accuracy and investigate a wireless alternative based on neural networks.Entities:
Keywords: assistive technology; motion control sensors; neurorehabilitation; quality of life; virtual reality
Mesh:
Year: 2020 PMID: 33114272 PMCID: PMC7672612 DOI: 10.3390/s20216045
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1Preferred Reporting Items for Systematic Reviews and Meta Analyses (PRISMA) steps for the research methodology.
Number of papers identified in each scientific database.
| SpringerLink | PubMed | Elsevier (Scopus) | IEEE Xplore |
|---|---|---|---|
| 1129 | 750 | 564 | 87 |
Figure 2Evolution of the number of research papers related to virtual reality-based neurorehabilitation in the last 25 years.
Number of papers identified based on the main technology targeted or their type.
| Robotics | Virtual Reality | Augmented Reality | Mixed Reality | Reviews/Surveys | General |
|---|---|---|---|---|---|
| 296 | 593 | 17 | 8 | 166 (52/114) | 260 |
Number of papers identified based on targeted disorders.
| Stroke | Parkinson’s Disease | Brain Trauma | Spinal Cord Trauma |
|---|---|---|---|
| 148 | 16 | 21 | 8 |
Figure 3Classification of research papers of the state of the art analysis based on different criteria.
Figure 4Use case diagram of the Immersive Neurorehabilitation Exercises Using Virtual Reality (INREX-VR) system.
Figure 5Hardware components of the INREX-VR system.
Figure 6Simplified hardware setting for the non-VR use of the INREX-VR system.
Figure 7Software components of the INREX-VR system.
Figure 8Avatar skeleton and relevant joints (left) and full-body kinematic chain (right).
Figure 9Rehabilitation exercise of elbow flexion (a) performed by therapist and (b) the corresponding animation of the virtual avatar.
International Classification of Functioning, Disability and Health (ICF) biopsychosocial factors for each INREX-VR training tutorial exercise.
| Exercise | Health Condition (s) | Body Functions | Body Structures | Activities |
|---|---|---|---|---|
| Tutorial—upper limb | ||||
| Shoulder flexion/extension 0°–90°, 90–180° | Stroke, Parkinson’s disease, neuropathies | Mobility of joint, perception | Shoulder region, upper extremity (arm), brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
| Arm pushing (downwards) | Stroke, Parkinson’s disease, neuropathies | Mobility of joint, muscle power, perception | Shoulder region, upper extremity (arm, hand), trunk, brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
| Forearm extension/flexion | Stroke, Parkinson’s disease, neuropathies | Mobility of joint, perception | Upper extremity (arm, hand), brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
| Spinning wheel | Stroke, Parkinson’s disease, neuropathies | Mobility of joint, orientation, perception, balance | Upper extremity (arm, hand), brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
| Boxing training (jab punches) | Stroke, Parkinson’s disease (early stages) | Mobility of joint, muscle power, muscle tone, perception, balance, energy and drive functions | Upper extremity (arm, hand), shoulder, brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
| Tutorial—lower limb | ||||
| Hip flexion | Stroke, Parkinson’s disease, disc herniation | Mobility of joint, perception, balance (if performed while standing) | Pelvis, lower extremity, brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
Figure 10Anatomic planes and sections applied on the virtual avatar.
Figure 11Shoulder joint exercises performed by the virtual avatar—left arm shows starting (resting) position and right arm shows the final position: (a) flexion 0°–90° of the shoulder; (b) flexion 90°–180° of the shoulder; and (c) shoulder abduction 0°–90°.
Figure 12Elbow and fist joints exercises performed by the virtual avatar: (a) arm pushing (downwards); (b) arm pushing (front); (c) pronation/supination of the forearm.
Figure 13Fist joint and general upper limb exercises performed by the virtual avatar: (a) fist extension; (b) fist adduction; and (c) boxing training (jab punches).
Figure 14Lower limb exercises performed by the virtual avatar: (a) hip flexion (0°–90°); (b) knee flexion (forward); (c) ankle extension.
ICF biopsychosocial factors for each INREX-VR game.
| Exercise | Health Condition (s) | Body Functions | Body Structures | Activities |
|---|---|---|---|---|
| Carnival games | ||||
| Hit targets | Stroke, Parkinson’s disease, neuropathies | Muscle power, orientation, attention, perception | Shoulder region, upper extremity (arm), brain, spinal cord and peripheral nerves | Applying knowledge, undertaking simple and multiple tasks, mobility, communication |
| Whack-a-mole | Stroke, Parkinson’s disease, neuropathies | Mobility of joint, movements, orientation, attention, perception | Shoulder region, upper extremity (arm), brain, spinal cord and peripheral nerves | Applying knowledge, undertaking simple and multiple tasks, mobility, communication |
| Boxing | ||||
| Guard, multiple, complex hits | Stroke, Parkinson’s disease (early stages), neuropathies | Mobility of joint, muscle power, muscle tone, perception, balance, energy and drive functions | Upper extremity (arm, hand), shoulder, brain, spinal cord and peripheral nerves | Applying knowledge, undertaking simple and multiple tasks, mobility, communication |
| Lower body games | ||||
| Football | Stroke, Parkinson’s disease, disc herniation | Mobility of joint, muscle power, muscle tone, attention, perception, energy and drive, balance, orientation (if performed while standing) | Pelvis, lower extremity, brain, spinal cord and peripheral nerves | Applying knowledge, undertaking simple and multiple tasks, mobility, communication |
Figure 15Carnival games: (a) perspective on screen in non-VR scenario; and (b) perspective through the VR headset.
Figure 16Nature scene graphics: (a) before post-processing; (b) after post-processing.
Figure 17Adaptive learning algorithm concept schema.
Figure 18Axes in the shoulder joint (local coordinate system).
Overview of the test subjects.
| User ID | Age | Activity Level | Technological Skills | VR Skills |
|---|---|---|---|---|
| User 1 | 25 | Light activity | Good | Very low |
| User 2 | 29 | Regular activity | Good | Fair |
| User 3 | 27 | Hard activity | Excellent | Excellent |
| User 4 | 55 | Regular activity | Low | Low |
| User 5 | 59 | Inactive | Very low | Very low |
| User 6 | 55 | Light activity | Fair | Low |
| User 7 | 84 | Inactive | Very low | Very low |
| User 8 | 87 | Inactive | Very low | Very low |
Detailed testing plan.
| Phase ID | Purpose | Activities | Performance Measurements | Duration |
|---|---|---|---|---|
| Phase 0 | System presentation and accommodation | - Informed consent | - User feedback | One hour |
| Phase 1 | Classical training exercises for both upper and lower limb | - Fitness bracelet exercising mode started Shoulder: flexion 0°–90°, abduction 0°–90°; Elbow: forearm flexion, supination; Fist: arm pushing, extension. Hip: flexion, abduction; Knee: flexion; Ankle: flexion. | - Joint angles (system) for each individual trial | One hour |
| Phase 2 | Gamified training | - Presentation of input for performing in-game actions and accommodation time (a few minutes) for each game | - Score according to each game’s logic | 30–45 min |
| Phase 3 | Final feedback | - Feedback collected related to topics such as: Opinion on exercises, scenes, graphics VR perception (negative effects, discomfort, embodiment) Suggestions for improvement | - User feedback | 15–20 min |
Upper limb mobility statistics for each healthy user and average results across all healthy users. All corresponding scores for the ROM are mentioned in Table A1.
| User ID | Shoulder Flexion | Shoulder Abduction | Elbow Flexion | Elbow Supination | Arm Pushing | Fist Extension | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Avg. Angle | ROM | t(s) | Avg. Angle Right/Left | ROM | t(s) Right + Left | Avg. Angle Right/Left | ROM | t(s) Right + Left | Avg. Angle Right/Left | ROM | t(s) Right + Left | Avg. Angle Right/Left | ROM | t(s) Right + Left | Avg. Angle Right/Left | ROM | t(s) Right + Left | |
| User 1 | 96.4 | 5 | 60.5 | 82.4 | 5 | 50 | 123.2 | 5 | 52.5 | 45.4 | 3 | 81 | 60.4 | 5 | 90 | 46.2 | 3 | 52 |
| 89.5 | 5 | 83.6 | 5 | 119.6 | 5 | 57.8 | 4 | 59.4 | 4 | 35.6 | 3 | |||||||
| User 2 | 88.8 | 5 | 105.2 | 5 | 151.8 | 5 | 105.8 | 5 | 59.4 | 4 | 63.6 | 4 | ||||||
| 85 | 5 | 103.2 | 5 | 136.4 | 5 | 102.6 | 5 | 49.4 | 4 | 62.8 | 4 | |||||||
| User 3 | 86.6 | 5 | 90.6 | 5 | 115.2 | 5 | 70.8 | 4 | 34 | 3 | 35.8 | 3 | ||||||
| 92.8 | 5 | 88.8 | 5 | 116.4 | 5 | 71.2 | 4 | 54.2 | 4 | 36.2 | 3 | |||||||
| User 4 | 109.4 | 5 | 90.2 | 5 | 99.2 | 4 | 80.2 | 5 | 66.4 | 5 | 67.4 | 4 | ||||||
| 108.6 | 5 | 87.4 | 5 | 94.2 | 4 | 91.4 | 5 | 62.6 | 5 | 67.8 | 4 | |||||||
| User 5 | 94.8 | 5 | 95.2 | 5 | 125.4 | 5 | 99.6 | 5 | 53.4 | 4 | 71.2 | 5 | ||||||
| 98.4 | 5 | 93.4 | 5 | 114 | 5 | 102.4 | 5 | 48.2 | 4 | 52.2 | 4 | |||||||
| User 6 | 87.4 | 5 | 80.8 | 5 | 120.4 | 5 | 86.6 | 5 | 39.6 | 3 | 57 | 4 | ||||||
| 88.6 | 5 | 78 | 4 | 107 | 5 | 82.2 | 5 | 45 | 4 | 48.4 | 3 | |||||||
|
| 93.9 | 5 | 92.2 | 90.73 | 5 | 73.8 | 122.53 | 4.83 | 81 | 81.4 | 3.67 | 113.7 | 52.2 | 4 | 91.5 | 56.87 | 3.83 | 55.7 |
| 93.81 | 5 | 89.07 | 4.83 | 114.6 | 4.83 | 84.6 | 4.67 | 53.13 | 4.17 | 50.5 | 3.5 | |||||||
Lower limb mobility statistics for each healthy user and average results across all healthy users. All corresponding scores for the ROM are mentioned in Table A1.
| User ID * | Hip Flexion | Hip Abduction | Knee Flexion | Ankle Flexion | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Avg. Angle | ROM | t(s) | Avg. Angle Right/Left | ROM | t(s) | Avg. Angle Right/Left | ROM | t(s) | Avg. Angle Right/Left | ROM | t(s) | |
| User 1 | 88.4 | 5 | 32.5 | 65.4 | 5 | 42.5 | 109 | 5 | 37.5 | 21.4 | 4 | 69.5 |
|
| 82.96 | 4.6 | 66.1 | 58.6 | 5 | 63.2 | 96.92 | 4.6 | 75.6 | 33.36 | 4.4 | 63.2 |
* User 4 performed only upper limb exercises for personal health reasons.
ROM degree Likert scale for each training exercise.
| Exercise | Excellent (5) | Good (4) | Fair (3) | Poor (2) | Very Poor (1) |
|---|---|---|---|---|---|
| Upper limb | |||||
| Shoulder flexion | >80° | 65°–80° | 50°–65° | 30°–50° | <30° |
| >80° | 60°–80° | 40°–60° | 25°–40° | <25° | |
| >100° | 80°–100° | 40°–80° | 20°–40° | <20° | |
| 75°–90° | 50°–75° | 35°–50° | 20°–35° | <20° | |
| >60° | 45°–60° | 30°–45° | 15°–30° | <15° | |
| >70° | 50°–70° | 35°–50° | 20°–35° | <20° | |
| Lower limb | |||||
| Hip flexion | >75° | 45°–75° | 30°–45° | 15°–30° | <15° |
| Hip abduction | >45° | 30°–45° | 20°–30° | 10°–20° | <10° |
| Knee flexion | >90° | 50°–90° | 30°–50° | 15°–30° | <15° |
| Ankle flexion | >35° | 20°–35° | 10°–20° | 5°–10° | <5° |
Upper limb mobility statistics for each non-healthy user. All corresponding scores for the ROM are mentioned in Table A1.
| User ID | Shoulder Flexion | Shoulder Abduction | Elbow Flexion | Elbow Supination/Pronation | Arm Pushing | Fist Extension | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Angle | ROM | t(s) | Angle Right/Left | ROM | t(s) | Angle Right/Left | ROM | t(s) | Angle Right/Left | ROM | t(s) | Angle Right/Left | ROM | t(s) | Angle Right/Left | ROM | t(s) | |
| User 7 | 46 | 2 | 160 | 54 | 3 | 145 | 127 | 5 | 252 | 72/59 | 4/4 | 165 | 25 | 2 | 195 | 61 | 4 | 200 |
Lower limb mobility statistics for each healthy user and average results across all healthy users. All corresponding scores for the ROM are mentioned in Table A1.
| User ID | Hip Flexion | Knee Flexion | Ankle Flexion | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Avg. Angle | ROM | t(s) | Avg. Angle Right/Left | ROM | t(s) | Avg. Angle Right/Left | ROM | t(s) | |
| User 7 | 47 | 4 | 160 | 10 | 1 | 210 | 16 | 3 | 120 |
Upper limb exercises accuracy—goniometer and system comparison.
| User ID | Shoulder Flexion | Shoulder Abduction | Elbow Flexion | Elbow Supination | Arm Pushing | Fist Extension | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Angle | Angle(sys.) | Acc. | Angle | Angle | Acc. | Angle | Angle | Acc. | Angle | Angle | Acc. | Angle | Angle(sys.) | Acc. | Angle | Angle(sys.) | Acc. | |
| User 1 | 86 | 94 | 90.7 | 83 | 85 | 97.6 | 130 | 123 | 94.61 | 37 | 43 | 83.78 | 55 | 57 | 96.36 | 57 | 57 | 100 |
| User 2 | 89 | 92 | 96.63 | 92 | 95 | 96.73 | 135 | 141 | 95.55 | 84 | 89 | 94.04 | 60 | 59 | 98.33 | 69 | 62 | 89.85 |
| User 3 | 86 | 86 | 100 | 88 | 91 | 96.59 | 115 | 113 | 98.26 | 58 | 61 | 94.82 | 46 | 47 | 97.82 | 30 | 32 | 93.33 |
| User 4 | 98 | 105 | 92.86 | 90 | 92 | 97.77 | 118 | 114 | 96.61 | 75 | 74 | 98.67 | 70 | 65 | 92.85 | 60 | 59 | 98.33 |
| User 5 | 92 | 96 | 95.66 | 81 | 88 | 91.35 | 137 | 130 | 94.89 | 81 | 83 | 97.53 | 68 | 62 | 91.17 | 61 | 54 | 88.52 |
| User 6 | 84 | 85 | 98.89 | 81 | 80 | 98.76 | 113 | 116 | 97.34 | 83 | 82 | 98.79 | 34 | 34 | 100 | 54 | 55 | 98.14 |
|
| 95.79 | 96.46 | 96.21 | 94.60 | 96.08 | 94.70 | ||||||||||||
Lower limb exercises accuracy—goniometer and system comparison.
| User ID * | Hip Flexion | Hip Abduction | Knee Flexion | Ankle Flexion | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Angle | Angle (sys.) | Acc. | Angle | Angle (sys.) | Acc. | Angle | Angle (sys.) | Acc. | Angle | Angle (sys.) | Acc. | |
| User 1 | 80 | 81 | 98.75 | 60 | 58 | 96.66 | 102 | 110 | 92.15 | 35 | 31 | 88.57 |
| User 2 | 72 | 73 | 98.61 | 40 | 44 | 90 | 66 | 64 | 96.96 | 32 | 31 | 96.87 |
| User 3 | 92 | 90 | 97.83 | 60 | 62 | 96.66 | 125 | 128 | 97.6 | 32 | 31 | 96.87 |
| User 5 | 67 | 68 | 98.5 | 47 | 52 | 89.36 | 80 | 90 | 87.5 | 33 | 35 | 93.94 |
| User 6 | 82 | 82 | 100 | 54 | 54 | 100 | 80 | 78 | 97.5 | 25 | 26 | 96 |
|
| 98.74 | 94.54 | 94.34 | 94.45 | ||||||||
* User 4 performed only upper limb games for personal health reasons.
Games scores for each user. All corresponding scores are mentioned in Table A2.
| User ID | Hit Targets | Ball Directing | Whack-A-Mole | Boxing | Football | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3 Min Adaptively | Trial 1 | Trial 2 | Trial 3 | Easy | Med. | Hard | Ring1 | Ring2 | Bag | Pen.1 | Pen.2 | Free Kick | |
| User 1 | 3 (reached medium level) | 5 | 5 | 5 | 5 | 4 | 4 | 5 | 5 | 5 | 4 | 5 | 4 |
| User 2 | 4 (almost completed medium) | 3 | 5 | 5 | 3 | 4 | 4 | 5 | 4 | 5 | 3 | 3 | 3 |
| User 3 | 5 (reached and completed difficult) | 5 | 5 | 5 | 4 | 5 | 4 | 4 | 4 | 3 | 4 | 4 | 4 |
| User 4 * | 2 (2 easy trials started but not completed) | 1 | 2 | 4 | 2 | 2 | 3 | 4 | 4 | 4 | - | - | - |
| User 5 | 2 (2 easy trials started but not completed) | 4 | 3 | 5 | 5 | 5 | 3 | 5 | 5 | 5 | 3 | 3 | 3 |
| User 6 | 5 (completed multiple difficult levels) | 3 | 4 | 5 | 4 | 4 | 4 | 5 | 5 | 5 | 3 | 4 | 4 |
|
| 3.5 | 4 | 4.83 | 3.83 | 4 | 3.67 | 4.67 | 4.5 | 4.5 | 3.4 | 3.8 | 3.6 | |
* User 4 performed only upper limb games for personal health reasons.
Score-based Likert scale for each gamified exercise.
| Game | Excellent (5) | Good (4) | Fair (3) | Poor (2) | Very Poor (1) |
|---|---|---|---|---|---|
| Upper limb | |||||
| Hit targets (cans) | Reaching level “difficult” where at least one can is hit | All easy levels completed and half of the targets from a medium level are hit | All easy levels completed and reached medium | 2–3 cans hit in one easy level | 0–1 can hit in one easy level |
| Ball directing | >700 points | 500–700 points | 300–500 points | 100–300 points | <100 points |
| Whack-a-mole—easy | >95% hit accuracy | 75–95% hit accuracy | 55–75% hit accuracy | 35–55% hit accuracy | <35% hit accuracy |
| Whack-a-mole—medium | >90% hit accuracy | 70–90% hit accuracy | 50–70% hit accuracy | 30–50% hit accuracy | <30% hit accuracy |
| Whack-a-mole—hard | >85% hit accuracy | 65–85% hit accuracy | 45–65% hit accuracy | 25–45% hit accuracy | <25% hit accuracy |
| Boxing—ring | >50 hits/each fist | 40–50 hits/each fist | 30–40 hits/each fist | 20–30 hits/each fist | <20 hits/each fist |
| Boxing—bag | >40 hits/each fist | 30–40 hits/each fist | 20–30 hits/each fist | 10–20 hits/each fist | <10 hits/each fist |
| Lower limb | |||||
| Football—penalty | >10 goals | 7–10 goals | 4–7 goals | 2–4 goals | <2 goals |
| Football—free kick | >8 goals | 5–8 goals | 2–5 goals | 1–2 goals | 0 goals |
Figure 19Number of users which obtained a certain grade performance (1–5 Likert scale) for all games and trials.
Heart rate values and effort levels.
| User ID | Heart Rate | Effort Levels (% of Entire Training Session) | ||||
|---|---|---|---|---|---|---|
| Initial Value | Max. Value | Medium Value | Relaxed | Low | Intense | |
| User 1 | 100 | 134 | 105 | 19.85% | 58.78% | 21.37% |
| User 2 | 66 | 118 | 85 | 90.63% | 9.37% | 0.00% |
| User 3 | 84 | 112 | 92 | 70.59% | 22.35% | 7.06% |
| User 4 * | 83 | 100 | 83 | 98.96% | 1.04% | 0.00% |
| User 5 | 72 | 121 | 86 | 72.39% | 25.77% | 1.84% |
| User 6 | 82 | 121 | 97 | 38.75% | 55.81% | 5.44% |
| User 7 * | 68 | 81 | 70 | 100% | 0.00% | 0.00% |
| User 8 * | 72 | 95 | 66 | 100% | 0.00% | 0.00& |
* User 4, User 7 and User 8 performed the tests sitting.
Figure 20EMG signals for the 8 sensors of the Myo gesture control armband collected for User 6 during a whack-a-mole game.