Virtual Reality Game Development Using Accelerometers for Post-stroke Rehabilitation

Author(s):  
Gustavo R. P. Esteves ◽  
Bruno A. M. Miranda ◽  
André F. P. Aleixo ◽  
Malki-çedheq B. C. Silva ◽  
Marco A. B. Rodrigues
2021 ◽  
Vol 61 (1) ◽  
Author(s):  
Hanne Huygelier ◽  
Emily Mattheus ◽  
Vero Vanden Abeele ◽  
Raymond Van Ee ◽  
Céline R. Gillebert

Author(s):  
Tereza Gueye ◽  
Miriama Dedkova ◽  
Vladimir Rogalewicz ◽  
Marcela Grunerova-Lippertova ◽  
Yvona Angerova

2018 ◽  
pp. 1377-1392
Author(s):  
Yogendra Patil ◽  
Guilherme Galdino Siqueira ◽  
Iara Brandao ◽  
Fei Hu

Stroke rehabilitation techniques have gathered an immense attention due to the addition of virtual reality environment for rehabilitation purposes. Current techniques involve ideas such as imitating various stroke rehabilitation exercises in virtual world. This makes rehabilitation process more attractive as compared to conventional methods and motivates the patient to continue the therapy. However, most of the virtual reality based stroke rehabilitation studies focus on patient performing sedentary rehabilitation exercises. In this chapter, we introduce our virtual reality based post stroke rehabilitation system that allows a post stroke patient to perform dynamic exercises. With the introduction of our system, we hope to increase post stroke patient's ability to perform their daily routine exercises independently. Our discussion in this chapter is mainly centered around collaboration of rehabilitation system with virtual reality software. We also detail the design process of our modern user interface for collecting useful data during rehabilitation. A simple experiment is carried out to validate the visibility of our system.


Medicina ◽  
2019 ◽  
Vol 55 (4) ◽  
pp. 98 ◽  
Author(s):  
Adomavičienė ◽  
Daunoravičienė ◽  
Kubilius ◽  
Varžaitytė ◽  
Raistenskis

Background: New technologies to improve post-stroke rehabilitation outcomes are of great interest and have a positive impact on functional, motor, and cognitive recovery. Identifying the most effective rehabilitation intervention is a recognized priority for stroke research and provides an opportunity to achieve a more desirable effect. Objective: The objective is to verify the effect of new technologies on motor outcomes of the upper limbs, functional state, and cognitive functions in post-stroke rehabilitation. Methods: Forty two post-stroke patients (8.69 ± 4.27 weeks after stroke onset) were involved in the experimental study during inpatient rehabilitation. Patients were randomly divided into two groups: conventional programs were combined with the Armeo Spring robot-assisted trainer (Armeo group; n = 17) and the Kinect-based system (Kinect group; n = 25). The duration of sessions with the new technological devices was 45 min/day (10 sessions in total). Functional recovery was compared among groups using the Functional Independence Measure (FIM), and upper limbs’ motor function recovery was compared using the Fugl–Meyer Assessment Upper Extremity (FMA-UE), Modified Ashworth Scale (MAS), Hand grip strength (dynamometry), Hand Tapping test (HTT), Box and Block Test (BBT), and kinematic measures (active Range Of Motion (ROM)), while cognitive functions were assessed by the MMSE (Mini-Mental State Examination), ACE-R (Addenbrooke’s Cognitive Examination-Revised), and HAD (Hospital Anxiety and Depression Scale) scores. Results: Functional independence did not show meaningful differences in scores between technologies (p > 0.05), though abilities of self-care were significantly higher after Kinect-based training (p < 0.05). The upper limbs’ kinematics demonstrated higher functional recovery after robot training: decreased muscle tone, improved shoulder and elbow ROMs, hand dexterity, and grip strength (p < 0.05). Besides, virtual reality games involve more arm rotation and performing wider movements. Both new technologies caused an increase in overall global cognitive changes, but visual constructive abilities (attention, memory, visuospatial abilities, and complex commands) were statistically higher after robotic therapy. Furthermore, decreased anxiety level was observed after virtual reality therapy (p < 0.05). Conclusions: Our study displays that even a short-term, two-week training program with new technologies had a positive effect and significantly recovered post-strokes functional level in self-care, upper limb motor ability (dexterity and movements, grip strength, kinematic data), visual constructive abilities (attention, memory, visuospatial abilities, and complex commands) and decreased anxiety level.


Author(s):  
Shih-Ching Yeh ◽  
Jill Stewart ◽  
Margaret McLaughlin ◽  
Thomas Parsons ◽  
Carolee J. Winstein ◽  
...  

2006 ◽  
Author(s):  
Andrea Gaggioli ◽  
Francesca Morganti ◽  
Andrea Meneghini ◽  
Mariano Alcaniz ◽  
Giuseppe Riva

Author(s):  
C. Basri Noor ◽  
Wan Khairunizam ◽  
S. Diny Syarifah ◽  
I. Zunaidi ◽  
Lee Hui Ling ◽  
...  

Author(s):  
Małgorzata Marzec ◽  
Michał Olech ◽  
Ryszard Klempous ◽  
Jan Nikodem ◽  
Konrad Kluwak

"The work presents an analysis of the application of virtual reality technology in rehabilitation after the occurrence of stroke. The needs in poststroke therapy, as well as the requirements and technological possibilities were investigated, with the result being the creation of the application for post-stroke rehabilitation. Tests on the application, as well as analyzed studies have shown that this way of rehabilitation as an isolated therapy is not enough to improve the condition of patients. The combination of rehabilitation in a virtual and conventional manner provides a positive effect on the improvement of medical patient motor functions based on the surveyed patients."


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