Kinteract: A Multi-sensor Physical Rehabilitation Solution based on Interactive Games (original) (raw)
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Design of a Game-Based Rehabilitation System Using Kinect Sensor
2019
As technological innovation is fused into the rehabilitation process, it gives conventional therapy a new direction with the products of interactive nature and easy to measure techniques. In the recent years, virtual reality based game therapy has turned out to be a promising option for post-stroke patients since it engages patients with fun based exercises during rehabilitation process. It also triggers their neuro-motor functions and accelerates the recovery process. Nevertheless it is necessary to extract some valuable information from the joint movements to measure the recovery condition of patients. Most of the designed games have introduced features to make them interesting as well as challenging for patients, however, only a few measure the joint parameters. We have designed a Kinect based game in Unity3D platform where patients can play game by moving their joints which results in different orthopaedic lessons required for rehabilitation therapy. In contrast to many Kinect based games where only joint movements are considered for playing the game, we have also introduced voice control through speech recognition and feedback provided in terms of audiovisual command to enhance patient's engagement. Different joint parameters such as trajectory, range of motion, joint velocity, acceleration, reaching time and joint torque are also measured to help quantify the heath condition.
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.
Serious Games for Post-Stroke Rehabilitation Using Microsoft Kinect
International Journal on Advanced Science, Engineering and Information Technology, 2018
Traditional rehabilitation is a tedious task which typically reduces the patient's motivation to perform rehabilitation exercises. Patients therefore need a program that can entice them to do rehabilitation exercises continuously. The proposed game includes two different types of game and three different types of movement for interacting with the game. The game was designed and developed based on the elements of a rehabilitation game and the types of movement in rehabilitation exercises. The interface was developed with the aim of increasing the motivation of players, and the design was based on an analysis of the technology constraints faced by post-stroke patients. Since these patients experience physical limitations, Microsoft Kinect was used for interaction in this game. Using Kinect, the patient is not bound by the controller to interact with the game. Therefore, rehabilitation exercise games that support multi-player will provide a higher motivation than the single-player. Since most stroke patients suffer from cognitive impairment, cognitive challenge levels are also the key factors in the design of the game so that it does not become an obstacle for the recovery process. This research develops a prototype of a rehabilitation exercise game that contains aspects of the social context, the type of movement and cognitive challenges. It also provides usability in game design, according to a post-stroke stage so that they can perform recovery activities based on their ability. In addition, this study highlights technology and rehabilitation exercise games in Malaysia.The game also adds a social context that gives patients the opportunity to have a friend to play either by competition or cooperation. The contribution of this research is to measure the effectiveness of Microsoft's Kinect game console and this game can help in recovery the post-stroke patients do additional exercises at home without the supervision of therapist.
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
Studies in health technology and informatics, 2022
Background: Tele-rehabilitation is gaining importance due to the increasing need for objectiveness in the evaluation of patients with impaired motor functions. Low-cost marker-less motion capture systems are becoming key enabling technologies as support in the treatment of musculoskeletal diseases. Objectives: The goal of this work is to investigate the use of the Microsoft Azure Kinect device to develop a tele-rehabilitation platform for shoulder motor function recovery. The platform comprehends a set of serious games, which are fundamental to increase the patients' engagement in shoulder rehabilitation. Methods: Starting from a set of functionalities identified together with the medical personnel of an Italian hospital, the Azure Kinect device has been used as motion capture system to interact with the serious games. Mobile applications for patients and physicians have been developed to manage the rehabilitation process. Results: The solution has been tested by the involved medical personnel. It has been considered interesting and promising. Further improvements in the design of the virtual environment of the serious games are required. Conclusion: The presented platform is a starting point to develop a complete IT solution for the daily shoulder rehabilitation.
IEEE Transactions on Games, 2020
Biomedical connected objects like kinematic sensors have been commonly used for patient monitoring in many clinical applications. Moreover, serious games have become widely used to improve patients' motivation during functional rehabilitation. In this work, we developed and evaluated a new engineering system as a solution for functional rehabilitation at home. A multi-sensor fusion between Kinect camera and inertial sensors was developed to animate a 3D avatar during rehabilitation and to estimate kinematic data of different joints for clinical monitoring. Two serious game scenarios were designed for upper and lower limb rehabilitation. The developed system was evaluated through patient kinematic data and a questionnaire-based approach with a panel of eight post-stroke patients and four clinical experts. The evaluation of the system showed that multi-sensor fusion provides useful data for clinical follow-up. The virtual game scenarios lead to a high level of immersion for patients. Feedbacks from clinical experts concerning the system's GUIs and the clinical relevance of the acquired data for each rehabilitation session are positive. The developed system paves the way to deploy recent technologies, such as multi-sensor fusion and serious games, as a solution for homebased rehabilitation, which can optimize the benefit of the involved patients and medical experts.
This paper describes a framework focused on being a health monitoring platform as well as a source of entertainment for physiotherapy patients, particularly stroke survivors. Using the Microsoft Kinect sensor a serious game captures 3D data during the patient's session and sends it to a server. Through a web application these data can be further visualized by the physiotherapists on their assessments. Moreover, this framework intends to be a useful and effective tool for remote physiotherapy sessions allowing for a considerable cost reduction. Experimental results related to arms and shoulders rehabilitation are included in this paper.
Definition of Motion and Biophysical Indicators for Home-Based Rehabilitation through Serious Games
Information
In this paper, we describe Remote Monitoring Validation Engineering System (ReMoVES), a newly-developed platform for motion rehabilitation through serious games and biophysical sensors. The main features of the system are highlighted as follows: motion tracking capabilities through Microsoft Kinect V2 and Leap Motion are disclosed and compared with other solutions; the emotional state of the patient is evaluated with heart rate measurements and electrodermal activity monitored by Microsoft Band 2 during the execution of the functional exercises planned by the therapist. The ReMoVES platform is conceived for home-based rehabilitation after the hospitalisation period, and the system will deploy machine learning techniques to provide an automated evaluation of the patient performance during the training. The algorithms should deliver effective reports to the therapist about the training performance while the patient exercises on their own. The game features that will be described in this manuscript represent the input for the training set, while the feedback provided by the therapist is the output. To face this supervised learning problem, we are describing the most significant features to be used as key indicators of the patient's performance along with the evaluation of their accuracy in discriminating between good or bad patient actions.
Using Serious Games and Motion Tracking for Physical Rehabilitation
2020
Tele-rehabilitation has evolved significantly in recent years thanks to the latest advances and low cost of the 3D movement acquisition technologies. Autonomous physical rehabilitation from home through the use of serious games requires measuring angles of interest and compensatory angles of the patients when they perform the exercises. this work has been focused in creating a game with an architecture based on the Unity 3D engine to support rehabilitation activities. It encompasses the acquisition of an articulated skeleton, the customization of a character (avatar) in friendly scenes, and the compute of the required angles to evaluate a set of exercises.
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.