Computer systems such as virtual environments and serious games are being used as a tool to enhance the process of user rehabilitation. These systems can help motivate and provide means to assess the user's performance undertaking an exercise session. To do that, these systems incorporate motion tracking and gesture recognition devices, such as natural interaction devices like Kinect and Nintendo Wii. These devices, originally developed for the games market, allowed the development of low cost and minimally invasive rehabilitation systems, allowing the treatment to be taken to the patient's residence. With the advent of natural interaction based on electromyography, devices that use electromyographic signals can also be used to construct these systems. The aim of this work is to show how electromyographic signals could be used as a tool to capture user gestures and incorporated into home-based rehabilitation systems by adopting a low-cost device to capture these gestures. The process of creation of a serious game to show some of these concepts is also present.
{"title":"Surface Electromyography for Game-Based Hand Motor Rehabilitation","authors":"Thiago V. V. Batista, L. Machado, A. Valença","doi":"10.1109/SVR.2016.32","DOIUrl":"https://doi.org/10.1109/SVR.2016.32","url":null,"abstract":"Computer systems such as virtual environments and serious games are being used as a tool to enhance the process of user rehabilitation. These systems can help motivate and provide means to assess the user's performance undertaking an exercise session. To do that, these systems incorporate motion tracking and gesture recognition devices, such as natural interaction devices like Kinect and Nintendo Wii. These devices, originally developed for the games market, allowed the development of low cost and minimally invasive rehabilitation systems, allowing the treatment to be taken to the patient's residence. With the advent of natural interaction based on electromyography, devices that use electromyographic signals can also be used to construct these systems. The aim of this work is to show how electromyographic signals could be used as a tool to capture user gestures and incorporated into home-based rehabilitation systems by adopting a low-cost device to capture these gestures. The process of creation of a serious game to show some of these concepts is also present.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124334930","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. V. Aranha, Luciano Vieira de Araújo, Carlos B. M. Monteiro, T. Silva, Fátima L. S. Nunes
Considering the complexity involved in the motor rehabilitation process, this paper presents the development of a serious game with virtual reality and natural interaction to act as a support tool for physical therapy professionals. The objective of the developed application is to enable that patients acquire skill in performing tasks in the virtual environment to transfer them later to the real environment. An experiment was conducted to compare the performance of people with and without mobility limitations in the use of the virtual environment. The results showed that the time spent for performing tasks tend to be reduced when the users familiarize them selves with natural interaction, and size and position of objects have influence in the interaction. The study allowed inferring in this sample evaluated that the motor limitations of the patients did not have influence in the performance of the volunteers.
{"title":"MoVEROffice: Virtual Reality for Upper Limbs Rehabilitation","authors":"R. V. Aranha, Luciano Vieira de Araújo, Carlos B. M. Monteiro, T. Silva, Fátima L. S. Nunes","doi":"10.1109/SVR.2016.36","DOIUrl":"https://doi.org/10.1109/SVR.2016.36","url":null,"abstract":"Considering the complexity involved in the motor rehabilitation process, this paper presents the development of a serious game with virtual reality and natural interaction to act as a support tool for physical therapy professionals. The objective of the developed application is to enable that patients acquire skill in performing tasks in the virtual environment to transfer them later to the real environment. An experiment was conducted to compare the performance of people with and without mobility limitations in the use of the virtual environment. The results showed that the time spent for performing tasks tend to be reduced when the users familiarize them selves with natural interaction, and size and position of objects have influence in the interaction. The study allowed inferring in this sample evaluated that the motor limitations of the patients did not have influence in the performance of the volunteers.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"170 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122806122","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual Reality is a useful tool to aid in phobia treatment. Since 1995 it has been used to help people with airplane travel phobia, also been employed against various anxiety disturbs. In this work we deploy a virtual environment which resembles an airport, which aims at raising anxiety levels similar to those resulting of the equivalent real environment exposure. The goal is to aid in ptesiophobia treatment. In this work we deploy a virtual environment which resembles an airport, which aims at raising anxiety levels similar to those resulting of the equivalent real environment exposure. The goal is to aid in ptesiophobia treatment.
{"title":"A Low-Cost Immersive Virtual Environment for Ptesiophobia Treatment","authors":"Raquel Ellem Marcelino de Oliveira, J. Oliveira","doi":"10.1109/SVR.2016.45","DOIUrl":"https://doi.org/10.1109/SVR.2016.45","url":null,"abstract":"Virtual Reality is a useful tool to aid in phobia treatment. Since 1995 it has been used to help people with airplane travel phobia, also been employed against various anxiety disturbs. In this work we deploy a virtual environment which resembles an airport, which aims at raising anxiety levels similar to those resulting of the equivalent real environment exposure. The goal is to aid in ptesiophobia treatment. In this work we deploy a virtual environment which resembles an airport, which aims at raising anxiety levels similar to those resulting of the equivalent real environment exposure. The goal is to aid in ptesiophobia treatment.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"18 7","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121007309","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}