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Poster: Improving Motor Rehabilitation Process through a Natural

Interaction Based System Using Kinect Sensor


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Alana Da Gama¹, Thiago Chaves², Lucas Figueiredo³, Veronica Teichrieb

Voxar Labs at Center of Informatics of the Federal University of Pernambuco

ABSTRACT This way, in order to create a rehabilitation system, this study


In general, the motor rehabilitation process can take advantage of proposes the use of a natural interface, enabling a body motion
natural interaction based systems, including measurements from interaction with movement freedom, aiming to improve the
patient performance to track its evolution during time and therapy exercise execution by the patient. Moreover, the use of the
direction. Thus, the aim of this research is the analysis of the use proposed tool extends the supervision of the exercise and the
of Kinect sensor as interaction support tool for rehabilitation assistance to correct it, providing orientations and stimulus.
systems. The Kinect sensor gives three-dimensional information Shoulder abduction movement, due to its frequent use in
about the user body, recognizing skeleton and joint positions, rehabilitation exercises, was used as case study to evaluate the
however does not provide the detection of the body specific first system prototype.
movements. This way, the correct description of a rehabilitation
movement (shoulder abduction, for instance) was implemented in 2 REHABILITATION SUPPORT SYSTEM
a system prototype. A scoring mechanism was also developed in The system introduced in this poster consists of a method for
order to measure the patient performance, as well as to stimulate movement recognition, focused on the guidance and correction of
his improvement by displaying a positive feedback. the movement in execution, during motor rehabilitation therapies.
This orientation can be useful to home care therapies, where
KEYWORDS: Rehabilitation, Natural Interaction, Body Tracking,
physiotherapist has to be far from patient and it has to execute
Kinect.
rehabilitation program alone.
The Kinect sensor is capable of detecting the user body position
INDEX TERMS: H.5.1 [Information Interfaces and Presentation]: without any wearable device or calibration, and few
Multimedia Information Systems - Artificial, augmented, and computational resources are necessary. Through the skeleton
virtual realities; I.3.6 [Computer Graphics]: Interaction
tracking provided by the Kinect sensor it is possible to perform the
Techniques; I.5.5 [Pattern Recognition] Implementation -
needed analysis to recognize and correct movement [5].
Interactive Systems For rehabilitation support system to work properly it is
1 INTRODUCTION necessary to recognize a movement which should be executed
correctly during therapy. This project was undertaken to recognize
Different kinds of rehabilitation can be improved with the shoulder abduction movement, largely used in shoulder
interactive systems such as Virtual Reality (VR), Augmented rehabilitation, where the patient arm performs a movement from
Reality (AR) based systems, including orthopedic, and cognitive the position attached to the body (with the hand touching the hip)
treatments [1]. These platforms have brought revealing to a position away from it, creating an angle between trunk and
advantages, in relation to conventional therapies, in order to arm at the frontal plane (aligned to trunk).
achieve rehabilitation goals. The use of technology can motivate For complete shoulder abduction description, the shoulder and
the patient and promote entertainment, making the repetitive elbow angles need to be computed. The reference vectors of the
motor control practice agreeable, as well as diverting patient shoulder angle are obtained from the shoulder-elbow and
attention from its pain. Therewith, the adhesion of patients to shoulder-hip pairs of points. In turn, the elbow angle is computed
treatment and conscience of its activity is showed to be from the elbow-shoulder and elbow-hand vectors. Each angle was
significantly increased [2]. obtained from arc cosine of the dot product between the arm and
In both VR and AR applications, interaction is a fundamental trunk vectors, for shoulder abduction, divided by theirs norms. For
characteristic. These systems enable the user to interact with real elbow angle the same was computed for arm and forearm vectors .
and/or virtual environments and through these interactive tools it Additionally, to guarantee that the movement is being executed
is possible to control stimulus and perform measurements. This within the correct plane (independently of user orientation in
way, rehabilitation process can be optimized and patients’ relation to the sensor), it is computed the angle between the arm
accession improved [1]. vector and the normal vector of the target plane, being this last
Moreover, different tools can be used in VR and AR one obtained from thorax points.
applications, including sensors with the intent to improve The correctness of the movement execution in a rehabilitation
interaction [3]. Microsoft recently launched the Kinect, which process is essential for the treatment efficacy. Due to this, the
enables three-dimensional perception from captured images [4-5]. system is programmed to punctuate whenever the user executes
the movement correctly: i. shoulder abduction angle >= 90
¹aefg@cin.ufpe.br degrees; ii. elbow angle >= 160 degrees; iii. angle between the
²tmc2@cin.ufpe.br arm and the normal vector of the frontal plane >= 80 and <= 100
³lsf@cin.ufpe.br degrees; iv. right and left shoulder height (Y coordinate) must be
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vt@cin.ufpe.br similar, to control trunk compensations; v. actual abduction angle
must be higher than it was before; vi. return to rest position to
continue.
IEEE Symposium on 3D User Interfaces 2012
4-5 March, Orange County, CA, USA
978-1-4673-1205-9/12/$31.00 ©2012 IEEE

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During rehabilitation process corporal conscience of correct 3 RESULTS AND DISCUSSION
movement is important and can be facilitated by feedback The developed prototype, using Kinect as a natural interaction
directing treatment according to goals [3]. This way, aiming to tool for rehabilitation proposes, showed to be responsive to users’
provide a more efficient tool, a feedback system was movements (including little ones) and effective on the evaluation
implemented, taking into account the following considerations. of the movement correctness and indication aiming its adjustment.
Visual feedback is shown in Figure 1 and Figure 2. The score is These characteristics can be used to improve AR and VR
increased each time that movement is executed correctly. For each technologies on motor rehabilitation, optimizing treatment.
five points a congratulation message is given. When movement is During execution of 50 correct movements all were recognized
finished correctly a message indicates to return the arm to initial correctly and punctuated, including user at seated position and at
position (Figure 1c). Movement correction is also enable different angles in relation to sensor. None of the 60 wrong
describing which the movement is wrong marking it on body and exercises were recognized as correct, including postural
saying how to perform it correctly (Figure 2).To guide the compensation which is the most common compensation found on
movement an additional feedback is provided through a target rehabilitation processes.
showing where the arm should attach to complete the movement Due to the different prototype applicability, as traumatic,
(Figure 1). Additionally a movement status bar is presented that is neurologic or geriatric therapies, user tests were applied to three
loaded gradually accordingly to the movement route (0 to 90 different populations: three physiotherapy professionals, in order
degrees) (Figure 1). to gather technical opinion about the system and the application
itself, four adults, to evaluate general usability and interaction,
and three elderly subjects who are members of geriatric
physiotherapy groups, due to the wide actuation of motor
rehabilitation on this population, with a total of ten subjects.
Using system, from ten subjects, eight learned to execute the
correct movement with some prototype help and the others two
got it right since the first execution, without any need of external
Figure 1. Correctly executed movement guidance. The usability questionnaire used in the tests is scored
from one to five. The negative aspects found were mainly related
to the letters size, information clarity and the stimulus (2.77, 3.75
and 3.47 points respectively). The positive evaluations were most
about the user satisfaction, motivation, the system easiness (4.67,
4.67, 4.64 points respectively).
User evaluation showed that the correction and guidance
provided by the system were executed with efficacy. However,
some interface improvements are needed in order to achieve a
better usability for the application. Moreover, visual feedback
supplied by the system favored interaction and promoted a better
execution of the exercise.
This work introduced a movement recognition method
developed using Kinect sensor information. The implemented
prototype showed efficacy when detecting correct therapeutic
exercises, avoiding wrong movements during the rehabilitation,
this way preventing lesions and optimizing the treatment. The
prototype demonstrated levels of precision and sensibility which
enable the adaptation for physical limited subjects.

REFERENCES
[1] H. Sveistrup, "Motor rehabilitation using virtual
reality," Journal of NeuroEngineering and
Rehabilitation, vol. 10, pp. 1-10, 2004.
[2] E Richard, et al., "Augmented Reality for Rehabilitation
of Cognitive Disable Children: A preliminary Study," in
Virtual Rehabilitation 2007, 2007, pp. 102-108.
[3] J W Buker, et al., "Augmented Reality Games for
Upper-Limb Stroke Rehabilitation," in 2nd
International Conference on Games and Virtual Worlds
for Serious Applications 2010, 2010.
Figure 2. Wrong movements executed: a) anterior elevation; b) [4] J. Shotton, et al., "Real-time human pose recognition in
posterior elevation; c) shoulder abduction with flexed elbow d) parts from single depth images," in Computer Vision
reverse movement (up to down) e - f) course deviation; g - h)
and Pattern Recognition (CVPR), 2011 IEEE
postural compensation (trunk lateral inclination)
Conference on, 2011, pp. 1297-1304.
[5] PrimeSense. (2011, OpenNI: User Guide. Available:
http://www.openni.org/Documentation.aspx

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