scholarly journals Monitoring the movement of the upper limb in the context of rehabilitation games

Mechanik ◽  
2018 ◽  
Vol 91 (7) ◽  
pp. 514-516
Author(s):  
Andrzej Grabowski ◽  
Tomasz Lipiński

Registration of the upper limb movement in real time is necessary to prepare interactive methods to support the recovery process of the upper limb. These types of computer programs often use three-dimensional environments and virtual reality techniques. Traffic registration can be carried out using commercially available controllers prepared for the needs of computer games, which facilitates the creation of applications supporting the rehabilitation process. The disadvantage of this approach are significant limitations in the possibilities of motion registration, in particular the movement of individual upper limb members. The solution may be to prepare a controller dedicated to the needs of the rehabilitation.

2012 ◽  
Vol 588-589 ◽  
pp. 1320-1323
Author(s):  
Li Xia Wang

This paper takes the virtual reality technology as a core, has established the housing virtual reality roaming display system, Under the premise of the detailed analysis of system architecture, We focus on how to form the terrain database and the scenery three-dimensional database by using the MultiGen Creator, and call OpenGVS through MSVC to carry on the real-time scene control and the method of the complex special effect realization.


2021 ◽  
Vol 21 (3) ◽  
pp. 30-37
Author(s):  
Branislav SOBOTA ◽  
◽  
Štefan KOREČKO ◽  
Sára JAVORKOVÁ ◽  
Marián HUDÁK ◽  
...  

This paper deals with an approach to upper limbs therapy that uses virtual reality technologies. The previous methods and subsequent improvements of these procedures by means of a skeletal model of the upper limb in a virtual environment are presented here. So, main focus of the paper is on the description of calculation related to the bone rotation system within appropriate skeletal model. The therapist can add either more virtual upper limb objects or more virtual training objects to the virtual environment and thus expand/change the scene or the therapy complexity. The functions used in the limb movement calculations are useful for creating additional animations with various objects. With this system, the patient can be stimulated under the supervision of a therapist to practice certain rehabilitation procedures. Due to the use of collaborative web-based virtual reality, the therapy can be also applied in a remote form. The way in which the underlying idea of rehabilitation process is implemented and it is also described. In the conclusion are the some notes about system testing and evaluation including description of a therapist interface.


2020 ◽  
Vol 81 ◽  
pp. 375-376
Author(s):  
I. Vanmechelen ◽  
S. Bekteshi ◽  
M. Konings ◽  
H. Feys ◽  
K. Desloovere ◽  
...  

Author(s):  
Michelle LaBrunda ◽  
Andrew LaBrunda

Virtual reality is a collection of technologies that enable people to use their senses to experience sensory input provided from a source other than the immediate environment. These events may occur in real time, can be a simulation, or can be completely fictional. Virtual reality (VR) has progressed beyond its military beginnings and is progressively making its way into people’s daily lives. The most prevalent implementation of VR can be found in many forms of modern entertainment such as computer games or IMAX (image maximum) theaters. VR has received little publicity but has enormous potential in the realm of medicine. The utility of VR is starting to be appreciated by the medical community. It is slowly being adopted and implemented in the surgical, medical, and psychiatric specialties. Medical uses of VR are primarily directed toward the simulation of visual, audio, and tactile input. With the aid of VR doctors will be able to perform specialized surgery on a patient from the other side of the world. Students are able to simulate and experience surgical procedures without compromising a patient’s health. Finally, VR can heighten a doctor´s senses and allows input that would be absent without the aid of VR, such as relative bone positions and tissue temperature.


2015 ◽  
Vol 95 (3) ◽  
pp. 415-425 ◽  
Author(s):  
Mindy F. Levin ◽  
Patrice L. Weiss ◽  
Emily A. Keshner

The primary focus of rehabilitation for individuals with loss of upper limb movement as a result of acquired brain injury is the relearning of specific motor skills and daily tasks. This relearning is essential because the loss of upper limb movement often results in a reduced quality of life. Although rehabilitation strives to take advantage of neuroplastic processes during recovery, results of traditional approaches to upper limb rehabilitation have not entirely met this goal. In contrast, enriched training tasks, simulated with a wide range of low- to high-end virtual reality–based simulations, can be used to provide meaningful, repetitive practice together with salient feedback, thereby maximizing neuroplastic processes via motor learning and motor recovery. Such enriched virtual environments have the potential to optimize motor learning by manipulating practice conditions that explicitly engage motivational, cognitive, motor control, and sensory feedback–based learning mechanisms. The objectives of this article are to review motor control and motor learning principles, to discuss how they can be exploited by virtual reality training environments, and to provide evidence concerning current applications for upper limb motor recovery. The limitations of the current technologies with respect to their effectiveness and transfer of learning to daily life tasks also are discussed.


2012 ◽  
Vol 472-475 ◽  
pp. 1357-1360
Author(s):  
Xu Min Liu ◽  
Xu Zhai

Real time modeling and rendering of natural Phenomena has been a hotspot and One of the most difficult tasks in Computer Graphics, it has been found wide application in many domains such as computer animation, computer games, special effects of movie, landscaping, battlefield simulation and virtual reality etc.. Realistic simulation is generally consisting of natural elements simulation and man-made elements simulation, natural elements simulation is relatively complicated. However, in natural elements simulation trees simulation is one of the most complex technologies. In this paper, propose a method that is real-time visualization of animated trees in the wind. Compared with other previous studies, our work is to develop a physical model of real movement by the trees swaying animation. We describe the method is consistent with nature scene that branches move in the wind. Then, we describe a simple animation of trees swaying, in the local graphics processor.


2018 ◽  
Vol 9 (2) ◽  
pp. 1
Author(s):  
Amanda Maria Martins Funabashi ◽  
Renan Vinícius Aranha ◽  
Talita Dias Silva ◽  
Carlos Monteiro ◽  
Willian Severino Silva ◽  
...  

Games can make training procedures more engaging for patients. Considering the complexity of the process for upper limb function rehabilitation, this paper presents the development and an initial evaluation of the AGaR – a serious game with virtual reality and natural interaction, both to aid patients to execute repetitive exercises and to aid physiotherapists to follow the rehabilitation process. Additionally, we obtain and analyze data about patients’ engagement as a differential in relation to others games developed for similar goals. In this game, the patient has to associate two different images with complementary meanings, using a movement sensor to drag the image to the target. We conducted an experiment with physiotherapists in order to evaluate the feasibility of applying the game in real therapies. We also conducted an initial experiment with patients. The results show that physiotherapists believe that the game is effective and might be used during therapies. From the experiments with patientss, we obtained that the number of wrong associations made by them varies according to patient, with no standard found. The engagement tends to increase during use of the game, throughout the rounds.


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