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Intelligent Frozen Shoulder Rehabilitation

Article  in  Intelligent Systems, IEEE · June 2014


DOI: 10.1109/MIS.2014.35

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Smart and Connected Health

Intelligent
Frozen Shoulder
Rehabilitation
Ming-Chun Huang, Case Western Reserve University

Si-Huei Lee, Taipei Veterans General Hospital

Shih-Ching Yeh, National Central University

Rai-Chi Chan, Taipei Veterans General Hospital

Albert Rizzo, University of Southern California

Wenyao Xu, State University of New York, Buffalo


Frozen shoulder is a
Wu Han-Lin and Lin Shan-Hui, Taipei Veterans General Hospital
common condition

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,

22 1541-1672/14/$31.00 © 2014 IEEE IEEE INTELLIGENT SYSTEMS


Published by the IEEE Computer Society

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­ aturation, and chronic. At the pre-
m treatment strategy must include mul- shoulder joint rotation training. Each
adhesive stage (0–3 months), a fibrin- tiple, sequential goals to restore the VR task targets a main action, despite
ous synovial inflammatory reaction ROM in the shoulder, alleviate pain, requiring composite actions. The level
is detectable only by using arthros- enhance muscle strength, and regain and number of main actions are higher
copy. Patients typically present with ­functionality.5 Panadol and antiphlo- than those of other minor actions. We
signs and symptoms of impingement gistic medicine or a steroid injection matched the design with daily routine
syndrome, in which the primary pa- can alleviate pain; however, the ef- activities, which are generally compos-
tient complaint is a limited range of fect is limited in patients with severe ite actions.
motion (ROM) and the secondary frozen shoulder. Surgery might be In this study, we focused on
complaint is pain. In clinical practice, necessary for such patients, but both ­providing interactive treatments to
these two common complaints oc- the medicine and surgery treatments ­encourage patient participation in re-
cur and change depending on the dis- require continued physical shoul- habilitation and to provide a quanti-
ease’s course.2 der rehabilitation to retain original fiable monitoring and guiding system
At the adhesive stage (4–9 months), functionality. for assisting physical therapists in
acute synovial inflammation is ap- Common rehabilitation exercises tracking, designing, and adjusting
parent on physical evaluation. Ar- that include shoulder joint stretch- training materials. The objective of our
throscopic findings demonstrate that ing and rotating exercises—such as research was to combine VR technol-
the normal spacing between the cap- Codman’s exercise, pulley therapy, ogy with wireless sensor technology
sular fold, humeral head, and biceps finger-crawling exercises, and joint to develop assessment instruments
tendon, glenoid, and humeral head mobilization—should be applied to for self-measurement of shoulder
diminish significantly. The patient stretch the adhesive capsulitis to re- joint mobility using a situated frozen
experiences severe pain and loss of store the shoulder joint’s original mo- shoulder rehabilitation system. The
motion. bility. Our primary goal in this study proposed real-time interaction and
Patients at the maturation (10– was to restore shoulder ROM in pa- feedback design accurately depicts the
15 months) and chronic (16–24 tients through a game-based training progress made by individual patients
months) stages require treatment system. in real-time; thus, patients can inquire
for frozen shoulder. Both stages are freely about their rehabilitation prog-
identified according to the matura- Game-Based Treatment ress to understand their goals.10
tion of the inflammatory process. Studies have reported that when re-
The dependent fold is only half of habilitation exercises are modified to System Design
its original size, and adherence oc- include interactive and entertaining The system architecture comprises a
curs between various structures. games, patients pay attention to the VR game-based training task, real-
Eventually, capsular adhesions be- games and ignore the tedious training time sensor system, and assisted daily
come fully mature and markedly repetitions and pain during rehabili- objects. Patients are required to com-
restricted; thus, the shoulder is clini- tative exercises. 6,7 By interacting with plete standard training tasks—flex-
cally frozen.3 For diagnosing frozen virtual reality (VR) game exercises, ion, abduction, external rotation,
shoulder in clinics, doctors examine patients can complete standard reha- and internal rotation—by interact-
the ROM limitation of flexion, ab- bilitation tasks naturally. 8 ing with designed VR rehabilitative
duction, external flexion, and in- To create an interactive and effective training games.
ternal flexion to determine whether rehabilitation environment for fro- As Figure 1 shows, we designed
any ROM is less than those in zen shoulder patients, we include four six VR training tasks and cat-
healthy persons (that is, flexion: common rehabilitative exercises: flex- egorized them into three major
155.8 degrees; abduction, 167.6 de- ion, abduction, internal rotation, and exercises: forearm extension, shoul-
grees; external flexion, 48.7 degrees; external rotation.9 The design of our der-elbow coordination, and joint
and internal flexion, 83.6 degrees).4 proposed VR game-based treatment rotation. Using vision and inertial
incorporates these crucial exercises sensors, the sensor system (Fig­­ ure
Treatment Strategies with muscle-strength enhancement 2) collects patient ROM data during
Frozen shoulder is typically accom- practices into three game types: fore- the game tasks. Collected data are
panied by a limited range of shoul- arm extension training, shoulder-­ stored in a cloud repository for fur-
der motion and pain. Therefore, the elbow interconnection training, and ther analysis.

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Smart and Connected Health

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.

tasks that offer participants various


Kinect↵ Projector↵
types of feedback.

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.

24 www.computer.org/intelligent IEEE INTELLIGENT SYSTEMS

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Figure 3. Video guidance and a virtual tutor are used in the treatment process. Quantified progress results motivate patients to
improve.

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

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Smart and Connected Health

Table 1. Demographics of study participants.


Demographic criteria Study group Control group
Case number 20 20
Average age 60.65 (±11.84) 61.45 (±12.84) without physical objects, depending
Male/Female 5/15 9/11 on the physical therapist’s judgment.
Course of disease (in months) 12.2 (±6.2) 10.4 (±7.3) Exercise parameters were adjusted
according to the participant’s con-
dition and the therapist’s judgment.
expected patients in both the control • were capable of participating in fro- The rule of thumb was to avoid ex-
and study groups to have achieved zen shoulder rehabilitation based cessive pain for a patient during the
improvement by more than 20 de- on VR. exercises.
grees after rehabilitation treatment.
Therefore, the ±2.2 degree sensor ac- We excluded patients from the Results and Discussion
curacy wasn’t the main concern in study if they The dropout rate was zero, show-
this research. ing that patients were highly compli-
In our proposed system, user mo- • had weakness or paralysis in the ant with the therapy involved in the
tions are recorded as time-indexed lower limbs, proposed system. Figure 1 shows the
trajectories. Patients can immedi- • were under active treatment with sample motion-tracking data. Mo-
ately adjust their reaction based on drugs for ototoxicity, tion trajectories are extracted from
the real-time fused kinematics feed- • would undergo medical or surgical the tracing, barman, and ship driving
back. Physical therapists can adjust vestibular ablation treatment dur- games. The right-most plots present
the game’s difficulty levels and de- ing the study period, or the 2D projection of the time-index
sign detailed parameters based on • were suffering from cognitive trajectory data, with two boxes (or-
the statistical analysis results, which dysfunction. ange and blue) indicating the mo-
can provide them with a quantifiable tion’s start and endpoint. Each game
measurement for each patient’s train- We randomly grouped the patients includes an ideal path that represents
ing and suggest a direction for future into control and study groups fol- the expected motion trajectory. The
adjustment for individual patients. lowing standard randomized clinical difference between the ideal path
For example, some patients use elas- trials criterion to evaluate the thera- and the projected motion trajectory
tic ribbons to further enhance their peutic effects and system feasibility. represents patients’ game-playing
muscle strength when they generate All of the training tasks and balance performance.
acceleration in manipulating virtual test were conducted and designed To evaluate the VR system’s effi-
objects in the games. by a currently practicing licensed cacy, patients from both the study
­physical or occupational therapist. and control groups were evaluated
Experiments Experimental procedures included by the authorized physical therapist
We recruited a total of 40 patients, di- rehabilitation exercise training and using standard protractors. For each
agnosed with frozen shoulder by an at- hot pack and ultrasonic treatment.13 participant, both shoulders’ ROM
tending physician, for a prospective, The study group started on the were tested in four basic exercises:
interventional, randomized controlled, VR-based immersed training pro- flexion, abduction, internal rotation,
and single-blind study (Table 1). To gram, while the control group did and external rotation.
diagnose frozen shoulder, the attend- traditional rehabilitation exercises. As Table 2 shows, we performed
ing physician used parameters such Both groups’ exercises were simi- midspread estimation (interquartile
as ROM limitation4 and symptoms. lar, but study group members had range) of the joint angle analysis to
Magnetic resonance imaging was re- the privilege of receiving real-time quantify the efficacy of VR-based and
quired in some complex cases. quantified motion feedback and traditional rehabilitation methods.
The experiment ran for four weeks. VR game-based training. The du- Members of the study group achieved
The study included subjects who ration of the full training program 26 percent improvement after the
was 20 minutes per visit, and the four-week VR rehabilitative train-
• were more than 20 years old, patients had to visit the rehabilita- ing, but members of the control group
• had never undergone a physical tion center twice a week for a total achieved only 18 percent improvement
therapy, of four weeks. The study group pa- during the same four-week period. In
• had frozen shoulder symptoms for tients were required to finish a se- fact, the study group outperformed the
more than three months, and ries of rehabilitative exercises with/ control group in all four exercises.

26 www.computer.org/intelligent IEEE INTELLIGENT SYSTEMS

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Table 2. Shoulder joint angle test.
Pretest Post test
Motion angle
(Degree) Study group Control group P-value Study group Control group P-value
Flexion 149.1 149.0 .904 171.6 166.0 *
(129.2–162.7) (131.7–157.5) (153.2–174.0) (154.7–171.2)
Abduction 145.8 144.0 .947 168.0 157.7 *
(104.4–163.5) (100.7–163.9) (1510.3–171.3) (127.7–169.9)
External rotation 62.1 60.0 .076 83.65 74.3 *
(55.7–83.9) (39.7–71.6) (71.5–88.2) (56.5–81.2)
Internal rotation 40.5 37.1 .051 65.5 50.65 **
(36.4–64.2) (21.9–53.7) (54.0–71.9) (40.2–59.0)
CMS assessment 63.5 63.0 .738 85.0 76.0 *
(45.5–70.7) (50.0–71.2) (72.5–89.0) (68.2–84.7)
Significance level = 0.05;* p-value ‘0.05; **p-value ‘0.01

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-
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and have strong intentions to con- tor for increasing patients’ motivation Therapy, vol. 39, no. 2, 2009,
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on a user-centered design concept, In contrast to common sensory sys- lar Steroid vs. Hydraulic Distention for
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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.
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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

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Smart and Connected Health

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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