Preliminary Results of Hand Rehabilitation for Post Stroke Patient using Leap Motion-based Virtual Reality

Author(s):  
Nurul Fatin Rakib ◽  
Nasrul Humaimi Mahmood ◽  
Norhafizah Ramli ◽  
Nor Aini Zakaria ◽  
Mohd Azhar Abdul Razak
Author(s):  
M. D. Rinderknecht ◽  
Yeongmi Kim ◽  
L. Santos-Carreras ◽  
H. Bleuler ◽  
R. Gassert

2005 ◽  
Vol 14 (2) ◽  
pp. 161-174 ◽  
Author(s):  
Sergei V. Adamovich ◽  
Alma S. Merians ◽  
Rares Boian ◽  
Jeffrey A. Lewis ◽  
Marilyn Tremaine ◽  
...  

This paper presents preliminary results from a virtual reality (VR)-based system for hand rehabilitation that uses a CyberGlove and a Rutgers Master II-ND haptic glove. This computerized system trains finger range of motion, finger flexion speed, independence of finger motion, and finger strength using specific VR simulation exercises. A remote Web-based monitoring station was developed to allow telerehabilitation interventions. The remote therapist observes simplified versions of the patient exercises that are updated in real time. Patient data is stored transparently in an Oracle database, which is also Web accessible through a portal GUI. Thus the remote therapist or attending physician can graph exercise outcomes and thus evaluate patient outcomes at a distance. Data from the VR simulations is complemented by clinical measurements of hand function and strength. Eight chronic post-stroke subjects participated in a pilot study of the above system. In keeping with variability in both their lesion size and site and in their initial upper extremity function, each subject showed improvement on a unique combination of movement parameters in VR training. Importantly, these improvements transferred to gains on clinical tests, as well as to significant reductions in task-completion times for the prehension of real objects. These results are indicative of the potential feasibility of this exercise system for rehabilitation in patients with hand dysfunction resulting from neurological impairment.


Author(s):  
Madina Alimanova ◽  
Saulet Borambayeva ◽  
Dinara Kozhamzharova ◽  
Nurgul Kurmangaiyeva ◽  
Dinara Ospanova ◽  
...  

Author(s):  
Chien-Sing Lee ◽  
Pei-Yee Tan ◽  
Hong-Wei Wong

Lack of motivation to carry out rehabilitation exercise from a hand injury or stroke is one of the most challenging aspects faced by Occupational Therapy (OT) and Certified Occupational Therapy Assistants (COTA). Some patients refuse to exercise due to behavioral, psychological, or cognitive reasons. We hypothesize that recovery to their former activity level and strength can be quickened if we develop Augmented Reality (AR)/Virtual Reality (VR) games which add fun into rehabilitative hand exercises. A physical card game for hand rehabilitation, which contains puzzle pieces and rehabilitative exercise instructions, is designed and developed to trigger the display of an Augmented Reality virtual reward upon completion of the puzzle. User testing results are promising. Users find it easy to use, supportive, efficient, exciting and interesting; suitable for either individual or collaborative play. Being object-oriented, it is also scalable, extensible and easily portable. An extended Leap-Motion-enhanced AR environment for limb rehabilitation is being developed. We hope that both will improve physical, mental and socio-cognitive health.


2017 ◽  
Vol 27 (2) ◽  
pp. 25935
Author(s):  
Nayron Medeiros Soares ◽  
Gabriela Magalhães Pereira ◽  
Renata Italiano da Nóbrega Figueiredo ◽  
Gleydson Silva Morais ◽  
Sandy Gonzaga De Melo

*** Virtual reality therapy using the Leap Motion Controller for post-stroke upper limb rehabilitation ***AIMS: To evaluate the applicability of a virtual reality-based motion sensor for post-stroke upper limb rehabilitation.CASES DESCRIPTION: Three post-stroke patients were subjected to virtual reality training for rehabilitation of their upper limbs using the Leap Motion Controller technology and the game Playground 3D® for 3 consecutive days. On the first and last days, the Box and Blocks test, the De Melo Eye-Hand Coordination Test, and transcranial magnetic stimulation were applied. On the last day, the patients were evaluated with the Experience Evaluation Form. After the proposed training, a lower motor threshold was observed in both cerebral hemispheres, as well as better performance in the tests that evaluated hand and eye-hand coordination skills. The proposed therapy was well received by the patients.CONCLUSIONS: No adverse effects were observed, and promising and precise results were obtained for the virtual reality-based training using the Leap Motion Controller and Playground 3D®. The training allowed patients to have an active role in the rehabilitation of stroke-induced upper limb sequelae.


Author(s):  
Amin Asgharzadeh Alvar ◽  
◽  
Ali Esteki ◽  
Iraj Abdollahi ◽  
◽  
...  

Background: Maintaining motivation is one of the most important characteristics of rehabilitation strategies for successful treatment. Understanding the underlying mechanism of mental state is helpful for developing new therapeutic methods based on virtual reality and serious game technologies. Objective: The present study aims to develop a cost-benefit game-based hand rehabilitation system and assess the influence on the psychological state of subjects when they interact with a virtual reality environment in different task difficulty levels. Methods: First, we introduced a low-cost smart hand rehabilitation system based on the Leap Motion tracker; then, the experimental study was performed with 20 healthy participants. Their mental states were evoked using interaction with two separate games in four different difficulty levels. Three measures from the SAM self-reported test described as a psychological response to this condition, and also four features were extracted from Photoplethysmogram signal in order to quantify psychophysiological responses of Autonomic Nervous System. Results: Comparison of the different difficulty levels revealed significant changes in arousal and dominance correspond to under challenging and over the challenging condition, respectively. The results of psychophysiological feature analysis showed significant differences only for the standard deviation of intervals between consecutive heartbeats. Conclusion: The developed system is a low-cost smart solution that can be useful for upper limb neurological rehabilitation. Regulating difficulty parameters of the implemented game can be used to influence the motivation of users through rehabilitation procedures. It seems Photoplethysmogram is an appropriate psychophysiological indicator of mental states, but further studies are required.


Author(s):  
Mostefa Masmoudi ◽  
Nadia Zenati ◽  
Samir Benbelkacem ◽  
Zineb Hadjadj ◽  
Oualid Djekoune ◽  
...  

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