基于物联网的物理治疗患者虚拟现实游戏

K. Sagayam, Shibin D, Hien Dang, M. Wahab, R. Ambar
{"title":"基于物联网的物理治疗患者虚拟现实游戏","authors":"K. Sagayam, Shibin D, Hien Dang, M. Wahab, R. Ambar","doi":"10.33166/AETIC.2020.04.005","DOIUrl":null,"url":null,"abstract":"Biofeedback therapy trains the patient to control voluntarily the involuntary process of their body. This non-invasive and non-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or even in neurological aspects within occupational therapy. The idea behind this study is based on using immersive gaming as a tool for physical rehabilitation that combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. This game is aimed towards addressing the basic treatment for ‘Frozen Shoulder’. In this work, the physical motions are captured by the wearable ultrasonic sensor attached temporarily to the various limbs of the patient. The data received from the sensors are then sent to the game via serial wireless communication. There are two main aspects to this study: motion capturing and game design. The current status of the application is a single ultrasonic detector. The experimental result shows that physio-therapeutic patients are benefited through the IoT based virtual reality game.","PeriodicalId":36440,"journal":{"name":"Annals of Emerging Technologies in Computing","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"IoT Based Virtual Reality Game for Physio-therapeutic Patients\",\"authors\":\"K. Sagayam, Shibin D, Hien Dang, M. Wahab, R. Ambar\",\"doi\":\"10.33166/AETIC.2020.04.005\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Biofeedback therapy trains the patient to control voluntarily the involuntary process of their body. This non-invasive and non-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or even in neurological aspects within occupational therapy. The idea behind this study is based on using immersive gaming as a tool for physical rehabilitation that combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. This game is aimed towards addressing the basic treatment for ‘Frozen Shoulder’. In this work, the physical motions are captured by the wearable ultrasonic sensor attached temporarily to the various limbs of the patient. The data received from the sensors are then sent to the game via serial wireless communication. There are two main aspects to this study: motion capturing and game design. The current status of the application is a single ultrasonic detector. The experimental result shows that physio-therapeutic patients are benefited through the IoT based virtual reality game.\",\"PeriodicalId\":36440,\"journal\":{\"name\":\"Annals of Emerging Technologies in Computing\",\"volume\":\"1 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Annals of Emerging Technologies in Computing\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.33166/AETIC.2020.04.005\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Computer Science\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Annals of Emerging Technologies in Computing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33166/AETIC.2020.04.005","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Computer Science","Score":null,"Total":0}
引用次数: 3

摘要

生物反馈疗法训练病人自愿控制他们身体的非自愿过程。这种非侵入性和非药物治疗也被用作一种手段,用于恢复中风后的身体损伤,创伤性脑损伤,甚至在职业治疗中的神经系统方面。这项研究背后的想法是基于将沉浸式游戏作为一种物理康复的工具,结合生物反馈和物理计算的想法,让病人在情感上参与到游戏中,要求他们做练习,以便与游戏互动。这个游戏的目的是解决“肩周炎”的基本治疗。在这项工作中,物理运动被临时附着在患者四肢上的可穿戴超声波传感器捕获。从传感器接收到的数据然后通过串行无线通信发送到游戏中。这项研究有两个主要方面:动作捕捉和游戏设计。目前的应用现状是单超声波检测仪。实验结果表明,基于物联网的虚拟现实游戏使理疗患者受益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
IoT Based Virtual Reality Game for Physio-therapeutic Patients
Biofeedback therapy trains the patient to control voluntarily the involuntary process of their body. This non-invasive and non-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or even in neurological aspects within occupational therapy. The idea behind this study is based on using immersive gaming as a tool for physical rehabilitation that combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. This game is aimed towards addressing the basic treatment for ‘Frozen Shoulder’. In this work, the physical motions are captured by the wearable ultrasonic sensor attached temporarily to the various limbs of the patient. The data received from the sensors are then sent to the game via serial wireless communication. There are two main aspects to this study: motion capturing and game design. The current status of the application is a single ultrasonic detector. The experimental result shows that physio-therapeutic patients are benefited through the IoT based virtual reality game.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Annals of Emerging Technologies in Computing
Annals of Emerging Technologies in Computing Computer Science-Computer Science (all)
CiteScore
3.50
自引率
0.00%
发文量
26
期刊最新文献
The Proposal of Countermeasures for DeepFake Voices on Social Media Considering Waveform and Text Embedding Lightweight Model for Occlusion Removal from Face Images A Torpor-based Enhanced Security Model for CSMA/CA Protocol in Wireless Networks Enhancing Robot Navigation Efficiency Using Cellular Automata with Active Cells Wildfire Prediction in the United States Using Time Series Forecasting Models
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1