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Intelligent
Frozen Shoulder
Rehabilitation
Ming-Chun Huang, Case Western Reserve University
F
characterized by rozen shoulder, or adhesive capsulitis, is a condition caused by impaired
painful and limited soft tissues and the articular capsule of the shoulder. It commonly occurs
range of motion. in people aged 40 to 65 years, and it’s more likely to appear in females than
Using interactive in males.1 Frozen shoulder is characterized by painful and limited active and
technologies can help passive range of motion. The main treat- training step adjustable based on the pa-
ment involves proper shoulder exercises and tient’s physical condition. To test our system,
patients complete the joint mobilization to break up adhesions at we used randomized clinical trial criterion
the joint capsules and improve joint mobil- to recruit 40 patients for a sequence of trials
exercises crucial to ity and functions. However, due to a lack over a four-week period. Here, we describe
of persistence, not all patients complete our system and the study, as well as our re-
their rehabilitation. rehabilitation. sults, which show that patient shoulder joint
To address this, we created a virtual re- mobility and muscle strength significantly
ality game-based treatment system that en- improved for those using our system com-
courages patients to participate in regular pared to those using the traditional rehabili-
rehabilitation. Using our system, patients tation method.
can inquire freely about their rehabilita-
tion progress through real-time sensing Frozen Shoulder Disease
and game-based feedback. Six progressive Frozen shoulder severity is categorized
and hierarchical training tasks make each in four stages: preadhesive, adhesive,
y
1,000
800
y position
600
Start End
Forearm
400
200
0
extension 1,000
8000
600
4000
x
n 200
x position
60 Ideal curve
0 30 40
40 50
10 20 Origin curve
Time (s)
Start
800
600
Shoulder 400
y
200
End
elbow –200
0
coordination 0
1,000
500
200
2
0
–500 100
150 Ideal curve
x
50 Origin curve
–1,000
1 000 0 Time (s)
y
End Start
800
600
Joint 400
x
y
200
rotation 0
–200
1,000
0
800 400
600
0 300
400 200
x 200
0 100
t Ideal curve
Origin curve
Figure 1. Six virtual reality training tasks grouped based on rehabilitation targets. User motions are recorded as trajectories,
projected onto a 2D plane, and compared with the ideal path of the corresponding training task’s ideal path. The yellow box
indicates motion start, and the blue box indicates the endpoint, while the blue curve indicates the projected trajectories and
the red curve shows the ideal path.
Forearm Extension
The forearm extension exercise com-
prises two tasks designed for training
the patient’s flexion and abduction
Repository↵ ability.
The first task is called tracing. In
it, patients must use the palm of their
Inertial tracker↵ affected shoulder to link the tar-
geted object on the screen’s left side
to the object on the right. The trajec-
tory from the left to right might be
horizontal and move upward from
Figure 2. Overview of the system architecture. During game tasks, the sensor the left and downward to the right,
system collects a patient’s range-of-motion (ROM) data, which are stored in a cloud or move downward from the left
repository for further analysis. and upward to the right. The de-
sign lets patients with frozen shoul-
Physical therapists can use this sys- flexion, a patient must face a wall ders stretch and extend their affected
tem to track, design, and adjust train- and raise his or her hand to the maxi- shoulder slowly.
ing materials for individual patients. mum height on the wall. For estimat- In the second task, reaching fruit,
Moreover, they can adjust each train- ing shoulder abduction, the patient patients must control a virtual palm
ing step based on a patient’s physical performs the same movement, but using their affected shoulder to reach
condition. For instance, a simple ad- stands on his or her side against the all fruits that appear continuously
justment involves selecting an appro- wall. The game level can be adjusted on the screen. This lets patients lift
priate game level based on the target based on these initial measurements. their shoulder as high as possible and
patient’s current shoulder flexion and As we now describe, we designed stretch or extend it up and down as
abduction condition. To estimate three types of VR game-based training well as in the left and right directions.
Shoulder-Elbow Exercise their elbow to trace the motion trail bjects, such as a tower and a wall,
o
The shoulder-elbow exercise mode in- of a lady bug. The second task is assist patients in completing game
volves three game designs for enhanc- called ship driving. Here, the patient tasks without human intervention.
ing a patient’s flexion and abduction must straighten their elbow and turn Patients learn to retain their body
angles. When this game mode begins, the rudder clockwise or counterclock- control through their own effort.
patients lean their affected shoulder wise for one full circle, as instructed. In Figure 2, for example, the VR
against a white wall, stretch it, and game-based training task is projected
hold for 10 seconds. Virtual Tutor on a wall and guides the patient to
Two of the three game tasks are re- Real-time sensing technology allows exploit a reacting counterforce from
lated to Spiderman and Jungle Adven- patients to observe their performance the wall to move his extremities. As
ture. In these tasks, players move their in real time. Quantified progress re- this example shows, patients require
palm to the targeted object; as they ad- sults motivate patients to improve, no external assistance from therapists
vance to a higher difficulty level, they helping them understand how much to stretch or rotate the joints of their
must lift their hand higher to complete work they have accomplished and extremities. Physical therapists need
the task. The higher the difficulty level, which goals remain (see Figure 3). only demonstrate or video record
the higher their potential score. Research has shown that score the correct way to use common daily
The third game is called the Bar- feedback in VR can positively affect life objects, such as stretching out a
man. In it, players control a bartend- patient motivation and has a posi- tower to play the ship-driving game.
er’s hand on the VR screen and must tive relationship with disease im- Hence, a limited number of therapists
complete tasks such as taking a glass, provement,11,12 because the patient can handle more patients than before.
filling it, and placing it on the bar. is actively involved in the self-mea-
The task lets patients stretch their af- surement process and can understand Real-Time Interaction
fected arm against the white wall for their body condition more clearly. In We collected quantified skeletal data
10 seconds. addition, the virtual tutor design lets using the Microsoft Kinect sensor,
patients quickly examine themselves and acceleration and orientation data
Shoulder Joint Internal/ to determine whether they’re follow- using inertial sensors. By combining
External Rotation ing the video guidance correctly. sensor data from Kinect and IMU,
The shoulder joint internal/exter- Virtual tutor works as a mirror in the sensor accuracy is ±2.2 degrees.
nal rotation exercise mode comprises front of users, showing quantified The sensor accuracy in this study
two games designed for stretching the numbers and visualizing differences didn’t affect the system evaluation
shoulder. including internal rotation, between the current progress and the results, because the patients’ joint
external rotation, and circumduction. desired goal. Video guidance and the mobility was measured using stan-
The first task is called the lady bug virtual tutor provide patients with dard protractors during pretest and
game. In it, patients must straighten self-training capability. Daily life post-test processes. In addition, we
To determine whether a significant shoulder rehabilitation wasn’t in- to determine motor characteristics
difference exists in outcome between cluded. Kato also reviewed and sum- and develop new assessment methods
the study and control groups, we con- marized game-based research that for clinical purposes. Beyond that, an
ducted the Wilcoxon rank sum test mainly used wearable sensor systems. intelligent rehabilitation system that
because the normality test indicated Our system specifically targets frozen can automatically adapt to each indi-
that all datasets had an abnormal dis- shoulder rehabilitation and includes vidual is desirable. In the future, we’ll
tribution. Examining the pretest data various shoulder joint rehabilitation further incorporate cloud computing
collected before the rehabilitation exercises, making our study a pio- services in the system so that telereha-
training indicated that the shoulder neering initiative in addressing fro- bilitation can be practiced and the sys-
joint dexterity between the study and zen shoulder using video game-based tem can be introduced into the homes
control groups was small. Patients treatments. of patients to establish home-based
in both groups demonstrated simi- Although Yao-Jen Chang and his telerehabilitation.
lar ability to manipulate their shoul- colleagues6 used similar Kinect-based
ders. However, the study group’s post technologies, our system combines VR Acknowledgment
test result revealed that the patients’ technologies with Kinect (vision) and We’re grateful for the support of Taipei Vet-
erans General Hospital and National Cen-
shoulder joint mobility significantly motion sensors (wearable system) and
tral University, Taiwan.
improved compared with the control integrates a mounted projector to cre-
group treated using the traditional re- ate a self-rehabilitation environment
habilitative method. for patients. In addition, our experi- References
We compared our study’s novelty ment followed a rigorous random- 1. M.J. Kelley, P.W. Chen, and B.G. Leg-
and contribution with previous stud- ized clinical trial design with a larger gin, “Frozen Shoulder: Evidence and a
ies and found participants are highly sample size. Moreover, our study in- Proposed Model Guiding Rehabilita-
engaged with the game-like tasks troduces the concept of a virtual tu- tion,” J. Orthopedic Sports Physical
and have strong intentions to con- tor for increasing patients’ motivation Therapy, vol. 39, no. 2, 2009,
tinue using the proposed system for to train and passive haptics to help pp. 135–148.
rehabilitation. This design is based patients attempt self- rehabilitation. 2. G.P. Singh, “Comparison Intra Articu-
on a user-centered design concept, In contrast to common sensory sys- lar Steroid vs. Hydraulic Distention for
provides hierarchical challenges that tem designs, in which patients simply the Treatment of Frozen Shoulder,” J.
can be adapted to each individual’s wave their arms in the air, our design Universal College of Medical Sciences,
current status, and the integration incorporates the real world (the wall) vol. 1, no. 1, 2013, pp. 3–9.
between passive resistant force ap- and provides patients with a self-reha- 3. R.J. Neviaser and T.J. Neviaser, “The
plications and VR tasks eliminates a bilitation environment. Frozen Shoulder Diagnosis and Man-
number of interventions from medi- agement,” Clinical Orthopaedics and
cal professionals. Related Research, vol. 223, 1987,
Pamela Kato7 presented several
video game-based treatments in vari-
ous medical applications, but frozen
W ork is currently underway to
further analyze the rich mo-
tion data measured during the training,
pp. 59–64.
4. B.L. Greene and S.L. Wolf, “Upper Ex-
tremity Joint Movement: Comparison of
Th e A u t h o r s
Ming-Chun Huang is an assistant professor in the Electrical En- Albert Rizzo is a clinical psychologist and director of the Medi-
gineering and Computer Science Department at Case Western cal Virtual Reality Group at the University of Southern California
Reserve University. His research interests include medical sensor Institute for Creative Technologies. He’s also a research professor
system design, computational modeling, and motivation-driven with the USC Department of Psychiatry and the USC Davis School
research—namely data networking and applications of smart in- of Gerontology. His research interests include the design, develop-
frastructure design. Huang has a PhD in computer science from ment, and evaluation of VR systems targeting clinical assessment,
the University of California, Los Angeles (UCLA). He won the treatment, and rehabilitation across the domains of psychologi-
Best Medical and Performance Application Paper Award at the cal, cognitive, and motor functioning in both healthy and clinical
IEEE Conference on Implantable and Wearable Body Sensor populations, focusing on conditions such as post-traumatic stress
Networks in 2013 and the Best Demonstration Award in ACM disorder (PTSD), traumatic brain injury (TBI), autism, attention-
Wireless Health Conference in 2011. Contact him at ming-chun. deficit hyperactivity disorder (ADHD), Alzheimer’s disease, and
huang@case.edu. stroke. Rizzo has a PhD in clinical psychology from the State Uni-
versity of New York at Binghamton. Contact him at rizzo@ict.
Si-Huei Lee (co-first author) is a physician in the Department of usc.edu.
Physical Medicine and Rehabilitation at Taipei Veterans General
Hospital, where she also leads the Virtual Reality Laboratory. Wenyao Xu is an assistant professor in the Computer Science and
Her research interests include neuromotor rehabilitation, muscu- Engineering Department at the State University of New York, Buf-
loskeletal rehabilitation, geriatric medicine, and VR rehabilita- falo. His research interests include embedded sensing and comput-
tion. Lee has physical therapist and MD degrees from National ing techniques, body sensor networks, algorithm design, human–
Taiwan University and China Medical University, respectively. computer interaction, and integrated circuit design technologies,
Contact her at sihuei.lee@gmail.com. and their applications in medical and health applications. Xu has
a PhD in electrical engineering from the University of California,
Shih-Ching Yeh (corresponding author) is an assistant professor in Los Angeles. He received the Best Paper Award from the IEEE
the Department of Computer Science and Information Engineer- Conference on Implantable and Wearable Body Sensor Networks
ing, National Central University. His research interests include VR in 2013, and the Best Demonstration Award of ACM Wireless
and healthy/serious games, with an emphasis on employing and Health Conference in 2011. He’s a member of IEEE and the ACM.
delivering interactive and immersive technologies into interdisci- Contact him at wenyaoxu@buffalo.edu.
plinary research areas such as neuromotor rehabilitation, neuro-
cognition training, neuropsychological treatment, and e-learning. Wu Han-Lin is a resident in the Department of Physical Medicine
Yeh has a PhD in computer science from the University of Southern and Rehabilitation at Taipei Veterans General Hospital. His re-
California. Contact him at shihching.yeh@gmail.com. search interests are in physical medicine, sports medicine, and
neuroscience. Wu has an MD from the Medicine Department of
Rai-Chi Chan is the director of the Department of Physical Med- National Yang-Ming University. Contact him at eric.heidiwu@
icine and Rehabilitation and director of the Rehabilitation Cen- gmail.com.
ter at the Taipei Veterans General Hospital. He’s also an associate
professor at both the National Yang-Ming University and Triser- Lin Shan-Hui is a resident in the Department of Physical Medicine
vice General Hospital/National Defense Medical Center. His re- and Rehabilitation at Taipei Veterans General Hospital. Her re-
search interests include clinical application of electrodiagnostic search interests include neuromotor rehabilitation, musculoskele-
medicine and treatment of myofascial pain syndrome. Chan has an tal rehabilitation, and VR rehabilitation. Lin has an MD from the
MD from the National Defense Medical Center. Contact him at rc- School of Medicine at the National Yang-Ming University. Con-
chan@vghtpe.gov.tw. tact her at shanhui1227@gmail.com.
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