Abstract | ||
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Traditional forms of physical therapy and rehabilitation are often based on therapist observation and judgment, coincidentally this process oftentimes can be inaccurate, expensive, and non-timely. Modern immersive Virtual Reality systems provide a unique opportunity to make the therapy process smarter. In this paper, we present an immersive virtual reality stroke rehabilitation game based on a widely accepted therapy method, Constraint-Induced Therapy, that was evaluated by nine post-stroke participants. We implement our game as a dynamically adapting system that can account for the useru0027s motor abilities while recording real-time motion capture and behavioral data. The game also can be used for tele-rehabilitation, effectively allowing therapists to connect with the participant remotely while also having access to +90Hz real-time biofeedback data. Our quantitative and qualitative results suggest that our system is useful in increasing affordability, accuracy, and accessibility of post-stroke motor treatment. |
Year | Venue | Field |
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2018 | SMARTCOMP | Headphones,Motion capture,Rehabilitation,Virtual reality,Computer science,Stroke,Behavioral data,Human–computer interaction,Immersion (virtual reality),Biofeedback |
DocType | Citations | PageRank |
Conference | 0 | 0.34 |
References | Authors | |
0 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Aviv Elor | 1 | 2 | 1.40 |
Sri Hastuti Kurniawan | 2 | 666 | 74.46 |
Mircea Teodorescu | 3 | 7 | 6.63 |