Technology & Games For Stroke Rehabilitation

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    Technology & Games For Stroke Rehabilitation - Presentation Transcript

    1. Technology & Games for Stroke Rehabilitation James Burke School of Computing & Information Engineering [email_address] University of Ulster, Coleraine
    2. Overview
      • THE PROBLEM AREA :
        • Stroke is a leading cause of severe physical disability.
        • Effective rehabilitation must be early , intensive and repetitive .
        • Traditional tasks often mundane - difficult to maintain patient motivation .
      • THE PROPOSED SOLUTION :
        • Games and novel technology may be effective in optimising engagement .
        • We have developed several games upper limb post-stroke rehabilitation which use novel technology.
    3. Games + Rehabilitation
      • MEANINGFUL PLAY
        • Effective feedback .
        • Conservative response to failure - reward engagement .
      • CHALLENGE
        • Challenge should match player’s abilities .
        • Maintains engagement .
      “ Designers of rehabilitation tasks can benefit from examining the formulas that commercial game developers use…” [Rizzo, 2005] Inputs choices Player Game Meaningful play Feedback
    4. Webcam Games for Upper-Limb Rehabilitation
    5. Webcam Games
      • Simple 2D games which use a webcam image as player input.
      • Games store patient profile .
        • Profile stores reaching ability, play-time, scores, etc.
      • Played with coloured gloves or any single coloured object.
      • No attaching of wires required , untethered movement.
      • Games can be played standing up or seated .
      • Potential for home rehabilitation .
      • No expertise required .
    6. Webcam Games Architecture Player Movement Wearing Gloves Image Captured by USB Webcam Image Processed – Pixels identified for each marker Output to Monitor / Projector
    7. RGB Colour Segmentation
      • Markers identified through calibration.
      • Each frame, each pixel in the camera image is examined:
      For each pixel p (p r , p g , p b ): Where µ = mean colour vector t = threshold scale value σ = standard deviation L R R G B 0 µ t σ
    8. Webcam Games
      • SINGLE ARM EXERCISE:
        • “ Rabbit Chase”
          • Player must catch a rabbit as it peers out of holes on the screen.
        • “ Bubble Trouble”
          • Player must burst bubbles as they float around the screen.
      • TWO ARM EXERCISE:
        • “ Arrow Attack”
          • Player must touch corresponding arrows with both hands simultaneously as they enter boxes.
        • “ Bubble Trouble” (two handed version)
          • Bubbles colour coded and show arrow.
    9. Webcam Games
      • Initial reach calibration:
        • Player must roll each ball as far as they possibly can.
        • Allows system to determine range of movement and position game elements accordingly.
      • Additional tools:
        • Camera calibration.
        • Profile & data log analyser.
          • View playing time and movement trends.
    10. Webcam Games Demo Video: http://www.vimeo.com/4279126
    11. Design Principles
      • Simple game concepts.
      • Effective feedback :
        • Sound effects, hit & miss messages, colour indicators, particle effects, timer bar, score graph.
      • Clear, simple, friendly user interface.
      • Manual or automatic difficulty adjustment.
        • Help maintain suitable level of challenge for level of ability.
      • No need for computer literacy.
    12. Wii Controller
    13. Wii Remote Features
      • Face & back buttons (1)
      • Infra-red camera (2)
        • Uses sensor bar for position
      • Accelerometer
        • 3 degrees of freedom
      • Vibration feedback
      • Speaker (3)
      • LED indicators (4)
      • Expansion port (5)
        • e.g. Nunchuck, classic controlle
      (1) (5) (2) (3) (4)
    14. Infrared Sensing
      • Camera at tip of controller:
        • PixArt optical sensor.
      • Sensor bar with LED clusters on each side.
        • Clusters seen by Wii controller as two bright dots.
        • Camera can detect 4 clusters in total.
      • Works up to 5 meters.
      • Allows for depth as well as (x,y) 2D plane :
        • Determined by distance between sensor bar dots.
      • Sensor bar powered by Wii or USB/battery.
    15. Accelerometer
      • ADXL330 accelerometer.
      • Senses linear acceleration along 3 fixed axis.
      • Can measure pitch & roll angles.
      • Yaw determined by optical sensor.
      • Accelerometer can not determine position in 3D space alone. [Battersby, 2007]
    16. Wii Remote Application
      • Wii being used with existing games (e.g. Wii Sports ) in clinics and groups .
      • Optical tracking:
        • Immersive environments. [Murgia, 2008]
        • Virtual cane for the blind. [Evett, 2008]
        • Head tracking. [Chung-Lee, 2007]
      • Potential for arm and wrist rehabilitation.
        • Accuracy limitations?
      • Ongoing studies.
    17. Johnny Chung Lee Wii “Head Tracking” Video
    18. Wii Vibraphone Application
      • Application developed as test for Wii controller on PC (Windows) .
      • Wii controller interfaced via Bluetooth .
      • Virtual vibraphone instrument allowing for recording and playing tunes.
      • Potential for wrist rehabilitation .
    19. Wii braphone Demo
    20. Conclusions
      • Games have potential to engage and motivate during rehabilitation.
      • No need for computer or video game experience.
      • Design games which are friendly for all users.
      • New innovative controllers at a low price may offer intuitive control mechanisms suitable for rehabilitation.
      • Low-cost off-the-shelf hardware may offer an opportunity for home rehabilitation in addition to traditional therapy.
    21. References
      • Battersby S. (2008) The Nintendo Wii controller as an adaptive assistive device – a technical report . http://www.ics.heacademy.ac.uk/events/presentations/670_SJBmiddlesbrough2.doc
      • Burke J. et al. (2009 ) Serious Games for Upper Limb Rehabilitation Following Stroke. IEEE International Conference in Games and Virtual Worlds for Serious Applications (VS Games).
      • Chung-Lee J. (2007) Head Tracking for Desktop VR Displays using the WiiRemote. http://www.youtube.com/watch?v=Jd3-eiid-Uw
      • Evett L. et al. (2008) Accessible virtual environments for people who are blind – creating an intelligent virtual cane using the Nintendo Wii controller . Proc. 7th ICDVRAT with ArtAbilitation, Maia, Portugal, 2008.
      • Murgia A. et al. (2008) Low-cost optical tracking for immersive collaboration in the CAVE using the Wii Remote . Proc. 7th ICDVRAT with ArtAbilitation, Maia, Portugal, 2008.
      • Rizzo A., Kim G. J. (2005) A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy . Presence: Teleoperators and Virtual Environments 14: 119-146.
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