Kinecting the moves: the kinematic potential of rehabilitation-specific gaming to inform treatment for hemiplegia

S. Glegg, Chai-Ting Hung, Bulmaro A. Valdés, Brandon D. G. Kim, H. V. D. Loos
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However, commercial video games are not designed to consistently optimize the use of both arms simultaneously. Challenges exist, therefore, in the application of these systems to meet the therapeutic needs and physical capacities of different patient populations (7). Accordingly, the development of novel game applications and user interfaces for commercial gaming systems is expanding the potential for the technology to be adapted and integrated for these purposes, both in clinics and in the home.Motion tracking technology is being used increasingly both as a movement interface in these gaming systems, and as a means of capturing data about participants' kinematic movements during rehabilitation (8,9). The Vicon system (Oxford, UK) (10), the FASTRAK system (League City, TX) (11), and the Microsoft Kinect(TM) (Redmond, WA) (12) are three examples of this technology. The marker-based Vicon and FASTRAK systems provide higher accuracy compared to the Kinect, however at a higher cost and required expertise, making them unsuitable for most rehabilitation applications. Conversely, the Kinect has demonstrated centimetre-level accuracy, yet high correlations of tracked data with those obtained by marker-based systems (13). These findings, along with its commercial availability, make the Kinect a potential candidate for use in a clinical or home setting for rehabilitation. Furthermore, at this time, no documented guidance exists to translate the Kinect's kinematic data into clinically relevant information that is useful to therapists prescribing gaming interventions.The FEATHERS (Functional Engagement in Assisted Therapy through Exercise Robotics) project focuses on the development, testing and implementation of rehabilitation-specific interfaces for bimanual therapy, and the extraction of kinematic data to inform therapists monitoring patients' performance and progress. By applying custom algorithms to data collected from the Sony PlayStation Move (Tokyo, Japan) and the Kinect systems, it is possible to determine the total distance moved by the participant, their range of motion (ROM), and the vertical hand offsets for different directional movements. Moreover, the Kinect system is capable of providing data about excessive trunk movements.The purposes of this paper are therefore: (i) to describe the adaptation of two commercial interfaces (PlayStation Move and Microsoft Kinect) to promote bilateral arm use during social media-based game play; and (ii) to share preliminary kinematic data from two participants with hemiparesis using the systems. The analysis of the kinematic data offered by the systems allows for the extraction of clinically relevant information that can be shared with therapists to inform their treatment decisions.MethodsIn order to use the two motion capture interfaces for the upper limb rehabilitation of individuals with hemiparesis, a computer application called \"FEATHERS Motion\" was developed. The FEATHERS Motion application relies on the use of bimanual motions in the frontal plane to control the mouse cursor on a Windows® 7 personal computer. Two motion modes (Visual Symmetry and Point Mirror Symmetry) are available for mapping the hand with the least movement into cursor motion. In Visual Symmetry mode, users are required to move both hands at the same time in the same direction, while in Point Mirror Symmetry Mode, users must move both hands around the circumference of a circle, similar to turning a steering wheel. …","PeriodicalId":87999,"journal":{"name":"International journal of child health and human development : IJCHD","volume":"9 1","pages":"351"},"PeriodicalIF":0.0000,"publicationDate":"2014-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"12","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International journal of child health and human development : IJCHD","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14288/1.0075871","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 12

Abstract

IntroductionThe use of commercial gaming systems is gaining momentum in the field of rehabilitation (1). Virtual reality and active video games can increase user engagement and enjoyment in rehabilitation, increasing the potential for enhancing patient outcomes (2, 3). Therapeutic gaming may be one treatment tool selected by therapists for individuals with hemiparesis as a means of providing motivating opportunities for repetitive motor practice that encourages specific movement patterns and use of the impaired limb (4, 5). Bimanual therapy is an effective approach to reduce impairment and to improve functional ability of the paretic arm (6). However, commercial video games are not designed to consistently optimize the use of both arms simultaneously. Challenges exist, therefore, in the application of these systems to meet the therapeutic needs and physical capacities of different patient populations (7). Accordingly, the development of novel game applications and user interfaces for commercial gaming systems is expanding the potential for the technology to be adapted and integrated for these purposes, both in clinics and in the home.Motion tracking technology is being used increasingly both as a movement interface in these gaming systems, and as a means of capturing data about participants' kinematic movements during rehabilitation (8,9). The Vicon system (Oxford, UK) (10), the FASTRAK system (League City, TX) (11), and the Microsoft Kinect(TM) (Redmond, WA) (12) are three examples of this technology. The marker-based Vicon and FASTRAK systems provide higher accuracy compared to the Kinect, however at a higher cost and required expertise, making them unsuitable for most rehabilitation applications. Conversely, the Kinect has demonstrated centimetre-level accuracy, yet high correlations of tracked data with those obtained by marker-based systems (13). These findings, along with its commercial availability, make the Kinect a potential candidate for use in a clinical or home setting for rehabilitation. Furthermore, at this time, no documented guidance exists to translate the Kinect's kinematic data into clinically relevant information that is useful to therapists prescribing gaming interventions.The FEATHERS (Functional Engagement in Assisted Therapy through Exercise Robotics) project focuses on the development, testing and implementation of rehabilitation-specific interfaces for bimanual therapy, and the extraction of kinematic data to inform therapists monitoring patients' performance and progress. By applying custom algorithms to data collected from the Sony PlayStation Move (Tokyo, Japan) and the Kinect systems, it is possible to determine the total distance moved by the participant, their range of motion (ROM), and the vertical hand offsets for different directional movements. Moreover, the Kinect system is capable of providing data about excessive trunk movements.The purposes of this paper are therefore: (i) to describe the adaptation of two commercial interfaces (PlayStation Move and Microsoft Kinect) to promote bilateral arm use during social media-based game play; and (ii) to share preliminary kinematic data from two participants with hemiparesis using the systems. The analysis of the kinematic data offered by the systems allows for the extraction of clinically relevant information that can be shared with therapists to inform their treatment decisions.MethodsIn order to use the two motion capture interfaces for the upper limb rehabilitation of individuals with hemiparesis, a computer application called "FEATHERS Motion" was developed. The FEATHERS Motion application relies on the use of bimanual motions in the frontal plane to control the mouse cursor on a Windows® 7 personal computer. Two motion modes (Visual Symmetry and Point Mirror Symmetry) are available for mapping the hand with the least movement into cursor motion. In Visual Symmetry mode, users are required to move both hands at the same time in the same direction, while in Point Mirror Symmetry Mode, users must move both hands around the circumference of a circle, similar to turning a steering wheel. …
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连接动作:康复特定游戏的运动学潜力,为偏瘫治疗提供信息
商业游戏系统的使用正在康复领域获得动力(1)。虚拟现实和积极的视频游戏可以增加用户在康复中的参与度和乐趣,增加了改善患者结果的潜力(2)。3)治疗性游戏可能是治疗师为偏瘫患者选择的一种治疗工具,作为一种为重复运动练习提供激励机会的手段,鼓励特定的运动模式和使用受损肢体(4,5)。双手疗法是减少损伤和提高麻痹手臂功能能力的有效方法(6)。然而,商业电子游戏的设计并不是为了同时优化双臂的使用。因此,在这些系统的应用中存在挑战,以满足不同患者群体的治疗需求和身体能力(7)。因此,商业游戏系统的新型游戏应用程序和用户界面的开发正在扩大技术的潜力,以适应和整合这些目的,无论是在诊所还是在家庭。运动跟踪技术正越来越多地被用作这些游戏系统中的运动界面,以及作为捕获参与者在康复期间运动学运动数据的手段(8,9)。Vicon系统(Oxford, UK) (10), FASTRAK系统(League City, TX)(11)和Microsoft Kinect(TM) (Redmond, WA)(12)是这种技术的三个例子。与Kinect相比,基于标记的Vicon和FASTRAK系统提供了更高的精度,但成本更高,需要专业知识,因此不适合大多数康复应用。相反,Kinect已经证明了厘米级的精度,但跟踪数据与基于标记的系统获得的数据高度相关(13)。这些发现,再加上它的商业可行性,使Kinect成为临床或家庭康复治疗的潜在候选者。此外,目前还没有文献指导将Kinect的运动学数据转化为临床相关信息,从而帮助治疗师制定游戏干预处方。FEATHERS(通过运动机器人辅助治疗的功能参与)项目专注于开发、测试和实现用于双手治疗的康复特定接口,以及提取运动学数据以告知治疗师监测患者的表现和进展。通过将自定义算法应用于从索尼PlayStation Move(东京,日本)和Kinect系统收集的数据,可以确定参与者移动的总距离,他们的运动范围(ROM)以及不同方向运动的垂直手偏移量。此外,Kinect系统能够提供有关躯干过度运动的数据。因此,本文的目的是:(i)描述两个商业接口(PlayStation Move和Microsoft Kinect)的适应性,以促进在基于社交媒体的游戏中使用双边手臂;(ii)共享使用该系统的两名偏瘫患者的初步运动学数据。系统提供的运动学数据分析允许提取临床相关信息,这些信息可以与治疗师共享,以告知他们的治疗决策。方法为了将这两个动作捕捉接口用于偏瘫患者的上肢康复,开发了一个名为“FEATHERS motion”的计算机应用程序。羽毛运动应用程序依赖于使用在正面平面的双手运动来控制Windows®7个人计算机上的鼠标光标。两种运动模式(视觉对称和点镜像对称)可用于将移动最少的手映射到光标运动。在视觉对称模式下,用户需要同时向同一方向移动双手,而在点镜像对称模式下,用户必须围绕圆周移动双手,类似于转动方向盘。…
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