A study to evaluate a low cost virtual reality system for home based rehabilitation of the upper limb following stroke

Author(s):  
Penny J. Standen ◽  
David J. Brown ◽  
Steven Battersby ◽  
Marion Walker ◽  
Louise Connell ◽  
...  
2015 ◽  
Vol 95 (3) ◽  
pp. 350-359 ◽  
Author(s):  
Penny J. Standen ◽  
Kate Threapleton ◽  
Louise Connell ◽  
Andy Richardson ◽  
David J. Brown ◽  
...  

Background A low-cost virtual reality system that translates movements of the hand, fingers, and thumb into game play was designed to provide a flexible and motivating approach to increasing adherence to home-based rehabilitation. Objective Effectiveness depends on adherence, so did patients use the intervention to the recommended level? If not, what reasons did they give? The purpose of this study was to investigate these and related questions. Design A prospective cohort study, plus qualitative analysis of interviews, was conducted. Methods Seventeen patients recovering from stroke recruited to the intervention arm of a feasibility trial had the equipment left in their homes for 8 weeks and were advised to use it 3 times a day for periods of no more than 20 minutes. Frequency and duration of use were automatically recorded. At the end of the intervention, participants were interviewed to determine barriers to using it in the recommended way. Results Duration of use and how many days they used the equipment are presented for the 13 participants who successfully started the intervention. These figures were highly variable and could fall far short of our recommendations. There was a weak positive correlation between duration and baseline reported activities of daily living. Participants reported lack of familiarity with technology and competing commitments as barriers to use, although they appreciated the flexibility of the intervention and found it motivating. Limitations The small sample size limits the conclusions that can be drawn. Conclusions Level of use is variable and can fall far short of recommendations. Competing commitments were a barrier to use of the equipment, but participants reported that the intervention was flexible and motivating. It will not suit everyone, but some participants recorded high levels of use. Implications for practice are discussed.


2016 ◽  
Vol 31 (3) ◽  
pp. 340-350 ◽  
Author(s):  
PJ Standen ◽  
K Threapleton ◽  
A Richardson ◽  
L Connell ◽  
DJ Brown ◽  
...  

2015 ◽  
Vol 24 (4) ◽  
pp. 298-321 ◽  
Author(s):  
Ernesto de la Rubia ◽  
Antonio Diaz-Estrella

Virtual reality has become a promising field in recent decades, and its potential now seems clearer than ever. With the development of handheld devices and wireless technologies, interest in virtual reality is also increasing. Therefore, there is an accompanying interest in inertial sensors, which can provide such advantages as small size and low cost. Such sensors can also operate wirelessly and be used in an increasing number of interactive applications. An example related to virtual reality is the ability to move naturally through virtual environments. This is the objective of the real-walking navigation technique, for which a number of advantages have previously been reported in terms of presence, object searching, and collision, among other concerns. In this article, we address the use of foot-mounted inertial sensors to achieve real-walking navigation in a wireless virtual reality system. First, an overall description of the problem is presented. Then, specific difficulties are identified, and a corresponding technique is proposed to overcome each: tracking of foot movements; determination of the user’s position; percentage estimation of the gait cycle, including oscillating movements of the head; stabilization of the velocity of the point of view; and synchronization of head and body yaw angles. Finally, a preliminary evaluation of the system is conducted in which data and comments from participants were collected.


2017 ◽  
Vol 79 (7) ◽  
Author(s):  
Kang Hooi-Siang ◽  
Mohamad Kasim Abdul Jalil ◽  
Lee Kee-Quen

Interactive simulation in automotive driving has enhanced the studies of driver behaviors, traffic control, and vehicle dynamics. The development of virtual reality (VR) technology leads to low cost, yet high fidelity, driving simulator become technically feasible. However, a good implementation of high realism and real-time interactive three-dimensional (3D) virtual environment (VE) in an automotive driving simulation are facing many technical challenges such as accessibility, dissimilarity, scalability, and sufficiency. The objective of this paper is to construct a virtual reality system for an automotive driving simulator. The technology with variations of terrain, roadway, buildings, and greenery was studied and developed in the VE of the simulator. Several important technical solutions in the construction of VE for driving simulation had been identified. Finally, the virtual reality system was interactively used in a driver-in-loop simulation for providing direct road elevation inputs to the analysis of vehicle dynamics model (VDM). The results indicated identical matching between the VDM inputs and the VE outputs. The outcomes of this paper lead to a human-in-the-loop foundation of a low-cost automotive driving simulator in the vehicle engineering research. 


2018 ◽  
Vol 19 (7) ◽  
pp. 1237-1244 ◽  
Author(s):  
Eun-Su Lim ◽  
Sung-Yi Yun ◽  
Yong-Suk Ko ◽  
Ha-Young Jung ◽  
Hong-Sub Choi

Author(s):  
Aliakbar Alamdari ◽  
Venkat Krovi

This paper examines the design, analysis and control of a novel hybrid articulated-cable parallel platform for upper limb rehabilitation in three dimensional space. The proposed lightweight, low-cost, modular reconfigurable parallel-architecture robotic device is comprised of five cables and a single linear actuator which connects a six degrees-of-freedom moving platform to a fixed base. This novel design provides an attractive architecture for implementation of a home-based rehabilitation device as an alternative to bulky and expensive serial robots. The manuscript first examines the kinematic analysis prior to developing the dynamic equations via the Newton-Euler formulation. Subsequently, different spatial motion trajectories are prescribed for rehabilitation of subjects with arm disabilities. A low-level trajectory tracking controller is developed to achieve the desired trajectory performance while ensuing that the unidirectional tensile forces in the cables are maintained. This is now evaluated via a simulation case-study and the development of a physical testbed is underway.


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