Validity of the Kinect and Myo armband in a serious game for assessing upper limb movement (original) (raw)
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Assessment of Joint Parameters in a Kinect Sensor Based Rehabilitation Game
2019
A Kinect sensor based basketball game is developed for delivering post-stroke exercises in association with a newly developed elbow exoskeleton. Few interesting features such as audiovisual feedback and scoring have been added to the game platform to enhance patient's engagement during exercises. After playing the game, the performance score has been calculated based on their reachable points and reaching time to measure their current health conditions. During exercises, joint parameters are measured using the motion capture technique of Kinect sensor. The measurement accuracy of Kinect sensor is validated by two comparative studies where two healthy subjects were asked to move elbow joint in front of Kinect sensor wearing the developed elbow exoskeleton. In the first study, the joint information collected from Kinect sensor was compared with the exoskeleton based sensor. In the next study, the length of upperarm and forearm measured by Kinect were compared with the standard anthropometric data. The measurement errors between Kinect and exoskeleton are turned out to be in the acceptable range; 1% for subject 1 and 0.44% for subject 2 in case of joint angle; 5.55% and 3.58% for subject 1 and subject 2 respectively in case of joint torque. The average errors of Kinect measurement as compared to the anthropometric data of the two subjects are 16.52% for upperarm length and 9.87% for forearm length. It shows that Kinect sensor can measure the activity of joint movement with a minimum margin of error.
Development of a robotic upper limb assessment to configure a serious game
NeuroRehabilitation, 2019
BACKGROUND: ROBiGAME project aims to implement serious games on robots to rehabilitate upper limb (UL) in stroke patients. The serious game characteristics (target position, level of assistance/resistance, level of force) are adapted based on the patient's assessment before and continuously during the game (measuring UL working area, kinematics and muscle strength). OBJECTIVE: To develop an UL robotic motor assessment protocol to configure the serious game. METHODS: 32 healthy subjects and 20 stroke patients participated in the study. Subjects were clinically assessed (UL length and isometric force) and using a robot. The robot assessment consisted of the patient's UL working area (WA), the UL isometric and isokinetic force in three directions and the UL kinematics during a pointing task toward targets placed at different distances. RESULTS: The WA and the UL isometric force were moderately to highly correlated with clinical measures (respectively ρ = 0.52; p = 0.003, ρ = 0.68-0.73; p < 0.001). Ratios between the UL isokinetic force generated on three directions were established. The velocity and straightness indexes of all subjects increased when subjects had to reach to targets placed more distantly (r = 0.82-0.90; ρ = 0.86-0.90 respectively; p < 0.001). CONCLUSIONS: This protocol can be integrated into a serious game in order to continuously configure the game characteristics to patient's performance.
RehabGesture: An Alternative Tool for Measuring Human Movement
Telemedicine and e-Health, 2016
Background: Systems for range of motion (ROM) measurement such as OptoTrak, Motion Capture, Motion Analysis, Vicon, and Visual 3D are so expensive that they become impracticable in public health systems and even in private rehabilitation clinics. Telerehabilitation is a branch within telemedicine intended to offer ways to increase motor and/or cognitive stimuli, aimed at faster and more effective recovery of given disabilities, and to measure kinematic data such as the improvement in ROM. Materials and Methods: In the development of the RehabGesture tool, we used the gesture recognition sensor Kinect Ò (Microsoft, Redmond, WA) and the concepts of Natural User Interface and Open Natural Interaction. Results: RehabGesture can measure and record the ROM during rehabilitation sessions while the user interacts with the virtual reality environment. The software allows the measurement of the ROM (in the coronal plane) from 0°extension to 145°flexion of the elbow joint, as well as from 0°a dduction to 180°abduction of the glenohumeral (shoulder) joint, leaving the standing position. The proposed tool has application in the fields of training and physical evaluation of professional and amateur athletes in clubs and gyms and may have application in rehabilitation and physiotherapy clinics for patients with compromised motor abilities. Conclusions: RehabGesture represents a low-cost solution to measure the movement of the upper limbs, as well as to stimulate the process of teaching and learning in disciplines related to the study of human movement, such as kinesiology.
Sensors, 2020
The use of videogames and motion capture systems in rehabilitation contributes to the recovery of the patient. This systematic review aimed to explore the works related to these technologies. The PRISMA method (Preferred Reporting Items for Systematic reviews and Meta-Analyses) was used to search the databases Scopus, PubMed, IEEE Xplore, and Web of Science, taking into consideration four aspects: physical rehabilitation, the use of videogames, motion capture technologies, and upper limb rehabilitation. The literature selection was limited to open access works published between 2015 and 2020, obtaining 19 articles that met the inclusion criteria. The works reported the use of inertial measurement units (37%), a Kinect sensor (48%), and other technologies (15%). It was identified that 26% used commercial products, while 74% were developed independently. Another finding was that 47% of the works focus on post-stroke motor recovery. Finally, diverse studies sought to support physical r...
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.
Interactive game-based rehabilitation using the Microsoft Kinect
2012 IEEE Virtual Reality (VR), 2012
Using video games in rehabilitation settings has the potential to provide patients with fun and motivating exercise tools. Within the Medical VR and MxR groups at the USC Institute for Creative Technologies, we have been leveraging the technology of the Microsoft Kinect 3D depth-sensing camera. Our Kinect-based rehabilitation game “JewelMine” consists of a set of static balance training exercises which
Physical rehabilitation based on kinect serious games
2017 Eleventh International Conference on Sensing Technology (ICST), 2017
This article presents a serious game framework developed using Unity 3D game engine and Kinect V2 sensor as a natural user interface. The developed serious games are used for objective evaluation of physical rehabilitation considering the Kinect V2 sensors for 3D motion detection of different body joints training and provide different types of data for physiotherapists and patients during the rehabilitation process. The framework provide data storage capability in a remote database thus patient's biometric data, patients' medical record, obtained scores during serious game based training and values of metrics such as the distance between feet during game, left right feet usage frequency and execution time for imposed movement associated with game mechanics. A general description and the involved technologies for a developed and tested serious game for lower limb rehabilitation are included in the paper together a set of experimental results.
Healthcare, 2021
Background: Xbox Kinect-based virtual reality, being a novel approach, has therapeutic benefits in rehabilitation and its use is encouraged in stroke rehabilitation of upper extremities. Objective: Primary aim of the current study is to investigate the additional effects of Xbox Kinect training in combination with routine physiotherapy exercises based on each component of Fugl-Meyer Assessment Scale for Upper Extremity (FMA-UE). Moreover, effect of upper limb rehabilitation on cognitive functions was also assessed. Methods: This study was a parallel arm randomized control trial. Fifty-six participants were recruited and randomly allocated to either an Xbox Kinect training group (XKGT) or exercise training group (ETG). Measures of concern were recorded using FMA-UE, Box and Block Test (BBT), and Montreal Cognitive Assessment (MOCA). Evaluation was conducted at baseline and after completion of intervention at the sixth week. Results: There were significant differences from pre- to pos...