Motor Rehabilitation Using Kinect: A Systematic Review (original) (raw)
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Anais do XXVI Simpósio Brasileiro de Informática na Educação (SBIE 2015), 2015
Rehabilitation using the Kinect technology and systems for educational purposes can influence patient's motivation. However, approaches that use these two aspects together are poorly investigated. To provide an overview and understanding of the results already obtained in this area, a systematic mapping study was conducted in order to analyze how the rehabilitation using Kinect technology has been investigated. In total, 156 studies were analyzed corresponding to 4 years of research in the area of rehabilitation using Kinect. Among these, 51 studies were related to the development of interfaces and only 50 of them satisfied the inclusion and exclusion criteria defined in this work. As a result, we verified that most of the studies have investigated physical rehabilitation of upper body part. Moreover, the most investigated system type was serious game. We also identified that there are opportunities to research for rehabilitation in educational field.
Kinect-Based Rehabilitation Systems for Stroke Patients: A Scoping Review
BioMed Research International, 2022
Background and Objective. Kinect-based rehabilitation is an effective solution for creating motivation and promoting adherence to rehabilitation programs in stroke patients. The current study was aimed at examining the effects of Kinect-based rehabilitation systems on performance improvement, domains of use, and its limitations for stroke patients. Method. This study was conducted according to Arksey and O’Malley’s framework. To investigate the evidence on the effects of Kinect-based rehabilitation, a search was executed in five databases (Web of Science, PubMed, Cochrane Library, Scopus, and IEEE) from 2010 to 2020. Results. Thirty-three articles were finally selected by the inclusion criteria. Most of the studies had been conducted in the US (22%). In terms of the application of Kinect-based rehabilitation for stroke patients, most studies had focused on the rehabilitation of upper extremities (55%), followed by balance (27%). The majority of the studies had developed customized r...
Development of a Kinect Rehabilitation System
International Journal of Online Engineering (iJOE), 2013
Microsoft Kinect camera has been used in serious games applications, like for rehabilitation purposes, almost since it became available in the market. This article presents a clinical view regarding home-based physiotherapy for patients that suffered a stroke and details on the development of the rehabilitation system -Kinect-RehabPlay. This system uses the Kinect sensor together with the Unity3D game engine software to create the animation and visual environment. Currently, it is able to track, recording and comparing movements (doctor versus patient), and adjust the game configuration in real-time.
A Review of Kinect Computing Research in Education and Rehabilitation
International Journal of Engineering & Technology
Recently Kinect technology device and its benefit in treatment approach are rapidly growing domain of interestingness for researchers and educators. For years, the games and applications, except their entertaining aspect, have discovered an educational and rehabilitation character. In recent years, gesture-based devices have evolved and attracted the attention of researchers, and thus to Microsoft Kinect Xbox. Already, many institutions worldwide use the Kinect to the learning or rehabilitation process. This paper indicates a review of articles to provide a preliminary reconsideration on Microsoft’s Kinect for the Xbox 360. The 16 researches were reviewed in this study are in the filed of education or rehabilitation implemented to users with special needs. The distribution and reviews in the study were research methods, domain of research, learning content, and intended settings of the kinect system. The outcome of this study is the possible uses and limitations of kinect for educat...
Kinect-Based Physiotherapy and Assessment: A Comprehensive Review
Indonesian Journal of Electrical Engineering and Computer Science, 2018
Kinect-based physical rehabilitation grows significantly as a mechanism for clinical assessment and rehabilitation due to its flexibility, low-cost and markerless system for human action capture. It is also an approach to provide convenience for for patients’ exercises continuation at home. In this paper, we discuss a review of the present Kinect-based physiotherapy and assessment for rehabilitation patients to provide an outline of the state of art, limitation and issues of concern as well as suggestion for future work in this approach. The paper is constructed into three main parts. The introduction was discussed on physiotherapy exercises and the limitation of current Kinect-based applications. Next, we also discuss on Kinect Skeleton Joint and Kinect Depth Map features that being used widely nowadays. A concise summary with significant findings of each paper had been tabulate for each feature; Skeleton Joints and Depth Map. Afterwards, we assemble a quite number of classificati...
Kinect v 2 evaluation for in-home medical rehabilitation scenarios
2016
The technology advancements greatly improved the medical services over time with virtual reality (VR) devices and applications. Currently taking advantage of these recent advancements is the medical rehabilitation field, heavily studied in past few years as a promising VR area. VR-based rehab brings several advantages over the traditional therapy and could deliver personalized in-home treatment without the need of a permanent dedicated supervisor. A device that could make this technology possible is the Microsoft’s new Kinect v2, an improved motion capture sensor available at low prices for personal use. This promising high-tech device can track body movements without the need of additional attached devices that could prove unconformable and expensive. In order to evaluate the medical rehabilitation utility for in-home usage we conducted some research studies and practical experiments focusing on the upper-part of the body in a seated pose in front of a desk. Results indicate that t...
Proceedings of the 9th International Joint Conference on Biomedical Engineering Systems and Technologies, 2016
Many systems have been developed to facilitate upper limb rehabilitation procedures in human subjects affected by trauma or pathologies and to retrieve information about patient performance. The Microsoft Kinect sensor can be used in this context to track body motion and detect objects. In order to evaluate the usability of this device in the upper limb rehabilitation field, a comparison with a marker-based system is presented in this paper. The upper limb motion is specifically considered and the performance on its detection and tracking is evaluated. The effect of the relative location between the Kinect and the observed subject is also investigated through experimental tests performed in different configurations.
Revista de Fisioterapia, 2021
The present study aims to describe the efficacy of Kinect technology for the therapeutic rehabilitation of geriatric patients by conducting and analyzing a 8-session therapeutic program based on this technology in which 12 study subjects participated, 8 Male subjects and 4 female subjects, within the physical capacities, the muscular strength was evaluated in the Daniels scale of the flexion of the hip, knee, shoulder and elbow and the goniometry of the flexion / extension of these same members. A greater elasticity and mobility were observed by female subjects apart from a greater increase in the range of motion in the same period of time than Male subjects, with respect to muscle strength, it was not possible to demonstrate a significant advance so the effectiveness of Kinect therapy in this area still shows contrasts in its results. Objective: to describe the efficacy of kinect technology for the therapeutic rehabilitation of elderly patients by carrying out and analyzing a thera...
The Xbox/Kinect use in poststroke rehabilitation settings: a systematic review
Arquivos de Neuro-Psiquiatria
Background: Active games based on virtual reality have been widely used in the rehabilitation of many clinical conditions. However, studies on the use of Xbox/Kinect are rare, and technology application in stroke treatment is not clear yet. Objective: To verify the outcomes (O) analyzed in randomized controlled trials (C; S) that investigated the use of Xbox/Kinect (I) in patients with stroke (P). Methods: This is a systematic literature review that meets PRISMA standards and the eligibility criteria according to the PICOS strategy. The search procedure was performed by two researchers. The research strategy was repeated in case of divergence. Effect size was calculated by Cohen's formula and Hopkins rank. The risk of individual bias was assessed using PEDro Score and Higgins Classification. Results: The main outcomes were postural balance and activities of daily living, with four studies addressing these variables. However, only one study showed the effect of Xbox/Kinect interv...
Motor Rehabilitation and Biotelemetry Data Acquisition with Kinect
2020
Accessibility and inclusiveness of people with disabilities is a recurring theme that is already perceived as an issue in the field of human rights. Ramps, elevators, among other devices aim at the inclusion of these individuals with limited mobility. Various types of motor limitations, specially partial limitations, are linked to corresponding physical-motor rehabilitation process, with the purpose of reducing or eliminating the patient's dependence on a caregiver or devices for adaptation. Patients with motor disabilities must practice physiotherapeutical exercises along a physician in order to perform body and muscle analysis to ensure the patient's well-being. To reach a more accurate analysis, physiotherapists use a range of devices to acquire patient data, such as the spirometer, to acquire the patient's breath intensity and lung capacity. Similarly, there are other technologies capable of acquiring motion data and quantifying them. This work aims to develop a system that, paired together with an exercise game project (exergame), can acquire and transmit the motion data acquired in-game for an easier and faster analysis of the patient's growth, relying on graphs, tables, and other visual indicators to improve the evaluation of physiotherapeutic treatments. The usage together with an exergame also has benefits such as increased patient compliance with the treatment and improvements in well-being.