Rehabilitation Assistance Using Motion Capture Devices and Virtual Reality Feedback

2019 ◽  
Vol 888 ◽  
pp. 37-42 ◽  
Author(s):  
Yasushi Yuminaka ◽  
Motoaki Fujii ◽  
Atsuhi Manabe ◽  
Makoto Hasegawa ◽  
Naoki Wada

Physical rehabilitation is required to support functional therapy in patients with restricted function in their body caused by cerebral, spinal, or muscular disorders. We sought to investigate the feasibility of medical and healthcare applications of the Kinect v2 motion capture devices and a head mount display in response to practical medical needs, including: (1) a Timed Up and Go test, and a walking rehabilitation support system; and (2) rehabilitation assistance using virtual reality feedback. The prototype systems demonstrate that the ICT-based rehabilitation equipment offers the objective and effective assessment of physical deficits in patients with conditions such as stroke or Parkinson's disease.

2016 ◽  
Vol 698 ◽  
pp. 171-176 ◽  
Author(s):  
Yasushi Yuminaka ◽  
Tomoaki Mori ◽  
Kentaro Watanabe ◽  
Makoto Hasegawa ◽  
Kenji Shirakura

The development of a low-cost noninvasive motion capture device for use in physiotherapy clinics and as a diagnostic tool attracts enormous attention. In this study, we aimed to investigate the feasibility of medical and healthcare applications of the Kinect v2 motion capture devices based on practical medical needs. In particular, we developed three applications: a non-contact respiration monitoring system for the diagnosis of COPD, a rehabilitation assistance system, and a three-dimensional skeletal motion viewer system.


Geriatrics ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 1
Author(s):  
Kyeongjin Lee

Falls are the leading cause of injury and injury-related death in the elderly. This study evaluated the effect of virtual reality gait training (VRGT) with non-motorized treadmill on balance and gait ability of elderly individuals who had experienced a fall. Fifty-six elderly individuals living in local communities participated in this study. Subjects who met the selection criteria were randomly divided into a VRGT group (n = 28) and a control group (n = 28). The VRGT group received VRGT with non-motorized treadmill for 50 min a day for 4 weeks and 5 days a week. The control group received non-motorized treadmill gait training without virtual reality for the same amount of time as the VRGT group. Before and after the training, the one-leg-standing test, Berg Balance Scale, Functional Reach test, and Timed Up and Go test were used to assess balance ability, and the gait analyzer system was used to evaluate the improvement in gait spatiotemporal parameters. In the VRGT group, the balance ability variable showed a significant decrease in the one-leg-standing test and a significant improvement in the Timed Up and Go test. With respect to spatiotemporal gait parameters, velocity and step width decreased significantly in the VRGT group (p < 0.05), and stride length and step length were significantly improved in the VRGT group (p < 0.05). VRGT with non-motorized treadmill has been shown to improve balance and gait ability in the elderly. This study is expected to provide basic data on exercise programs for the elderly to prevent falls.


2021 ◽  
Author(s):  
Federica Pallavicini ◽  
◽  
Alessandro Pepe ◽  
Chiara Caragnano ◽  
Fabrizia Mantovani

Gerontology ◽  
2021 ◽  
pp. 1-9
Author(s):  
Frédéric Muhla ◽  
Karine Duclos ◽  
Fabien Clanché ◽  
Philippe Meyer ◽  
Séverine Maïaux ◽  
...  

<b><i>Background/Aims:</i></b> Falling among the elderly is a major public health issue, especially with the advancing age of the baby boomers. The fall risk assessment tests for many lack a context that would bring them closer to everyday life. Thus, immersive virtual reality, which makes it possible to simulate everyday situations, could make it possible to strengthen the quality of the assessment of the risk of falls. However, it is necessary to understand how the use of a virtual reality device influences the motor control of elderly participants. If vestibular physiotherapists use VR to virtualize their tools, what impact would a visual simulation of movement have on motor control in a locomotor task, if this simulation were plausible? <b><i>Methods:</i></b> Sixty-two elders (70.8 ± 6.7 years old) completed a Timed Up and Go task under 3 conditions: real, virtual reality, and virtual reality with visual and sound movement information. The virtual reality task takes place in a train either stationary at a station or in uniform linear motion. The time and number of steps were recorded using video, and comparisons between conditions were made using Friedman’s test. <b><i>Results:</i></b> The results show a significant increase in the time and number of steps in “virtual reality” condition compared to the “real” condition. They do not show significant differences between the 2 virtual conditions. <b><i>Conclusion:</i></b> The use of a running virtual train to provide plausible movement is particularly distinguished from vestibular physiotherapy applications with first a fixed visual support partially obscuring the optical flow. This visual aid coupled with the attention dedicated to the task inhibits the effect of the moving environment on locomotion. However, the visual optical flow will potentially have an effect in people with fear of falling. Virtual reality shows great potential for the simulation of realistic environments for the assessment of the risk of falls and opens up avenues for the development of tests.


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