Kinect v 2 evaluation for in-home medical rehabilitation scenarios (original) (raw)

Kinect based Telerehabilitation for Virtual Therapy

2019

Virtual reality technology is currently widely applied in therapeutic rehabilitation therapy. The ability to trace joint positions for Microsoft Kinect might be helpful for rehabilitation, both in clinical setting and at home. Currently, most systems developed for virtual rehabilitation and motor coaching need quite advanced and high-priced hardware and may be used only in clinical settings. Now, a cheap rehabilitation game coaching system has been developed for patients with movement disorders, it is suitable for home use under the distant supervision of a therapist. This research explores the potential and therefore the limitations of the Kinect in the application of e-rehabilitation.We evaluated the tools that could be accustomed help promote physical rehabilitation reception by reducing the frequency of hospital visits, leading to the reduction of care value. A system should be developed such as it is useful in Telerehabilitation. As we see from the result, it indicated a slightly positive outcome for the patients after got involved in the treatment.

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.

Accuracy evaluation of the Kinect v2 sensor during dynamic movements in a rehabilitation scenario

— In this paper, the accuracy evaluation of the Kinect v2 sensor is investigated in a rehabilitation scenario. The accuracy analysis is provided in terms of joint positions and angles during dynamic postures used in low-back pain rehabilitation. Although other studies have focused on the validation of the accuracy in terms of joint angles and positions, they present results only considering static postures whereas the rehabilitation exercise monitoring involves to consider dynamic movements with a wide range of motion and issues related to the joints tracking. In this work, joint positions and angles represent clinical features, chosen by medical staff, used to evaluate the subject's movements. The spatial and temporal accuracy is investigated with respect to the gold standard, represented by a stereophotogrammetric system, characterized by 6 infrared cameras. The results provide salient information for evaluating the reliability of Kinect v2 sensor for dynamic postures.

Kinect V2 for Upper Limb Rehabilitation Applications - A Preliminary Analysis on Performance Evaluation

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.

Test–retest reliability of Kinect’s measurements for the evaluation of upper body recovery of stroke patients

BioMedical Engineering OnLine, 2015

Using virtual reality systems for stroke rehabilitation is a flourishing field in physical and neurological rehabilitation. Such systems can help patients have a more intensive and entertaining training. They are commonly composed of a sensory device to capture the patient's movements, and a computer interface to communicate with the patient and Abstract Background: Performance indices provide quantitative measures for the quality of motion, and therefore, assist in analyzing and monitoring patients' progress. Measurement of performance indices requires costly devices, such as motion capture systems. Recent developments of sensors for game controllers, such as Microsoft Kinect, have motivated many researchers to develop affordable systems for performance measurement applicable to home and clinical care. In this work, the capability of Kinect in finding motion performance indices was assessed by analyzing intra-session and intersession test-retest reliability.

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...

Rehabilitation Using Kinect and an Outlook on Its Educational Applications: A Review of the State of the Art

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.

Motor Rehabilitation Using Kinect: A Systematic Review

Games for Health Journal, 2015

Background: Interactive systems are being developed with the intention to help in the engagement of patients on various therapies. Amid the recent technological advances, KinectÔ from Microsoft (Redmond, WA) has helped pave the way on how user interaction technology facilitates and complements many clinical applications. In order to examine the actual status of Kinect developments for rehabilitation, this article presents a systematic review of articles that involve interactive, evaluative, and technical advances related to motor rehabilitation. Materials and Methods: Systematic research was performed in the IEEE Xplore and PubMed databases using the key word combination ''Kinect AND rehabilitation'' with the following inclusion criteria: (1) English language, (2) page number > 4, (3) Kinect system for assistive interaction or clinical evaluation, or (4) Kinect system for improvement or evaluation of the sensor tracking or movement recognition. Quality assessment was performed by QualSyst standards. Results: In total, 109 articles were found in the database research, from which 31 were included in the review: 13 were focused on the development of assistive systems for rehabilitation, 3 in evaluation, 3 in the applicability category, 7 on validation of Kinect anatomic and clinical evaluation, and 5 on improvement techniques. Quality analysis of all included articles is also presented with their respective QualSyst checklist scores. Conclusions: Research and development possibilities and future works with the Kinect for rehabilitation application are extensive. Methodological improvements when performing studies on this area need to be further investigated.

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

Biomechanical Validation of Upper-Body and Lower-Body Joint Movements of Kinect Motion Capture Data for Rehabilitation Treatments

2012 Fourth International Conference on Intelligent Networking and Collaborative Systems, 2012

New and powerful hardware like Kinect introduces the possibility of changing biomechanics paradigm, usually based on expensive and complex equipment. Kinect is a markerless and cheap technology recently introduced from videogame industry. In this work we conduct a comparison study of the precision in the computation of joint angles between Kinect and an optical motion capture professional system. We obtain a range of disparity that guaranties enough precision for most of the clinical rehabilitation treatments prescribed nowadays for patients. This way, an easy and cheap validation of these treatments can be obtained automatically, ensuring a better quality control process for the patient's rehabilitation.