Using Capability Maps Tailored to Arm Range of Motion in VR Exergames for Rehabilitation

Fuente: arXiv
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Main Authors: Lourido, Christian, Waghoo, Zaid, Wazir, Hassam Khan, Bhagat, Nishtha, Kapila, Vikram
Format: Preprint
Published: 2024
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author Lourido, Christian
Waghoo, Zaid
Wazir, Hassam Khan
Bhagat, Nishtha
Kapila, Vikram
author_facet Lourido, Christian
Waghoo, Zaid
Wazir, Hassam Khan
Bhagat, Nishtha
Kapila, Vikram
contents Many neurological conditions, e.g., a stroke, can cause patients to experience upper limb (UL) motor impairments that hinder their daily activities. For such patients, while rehabilitation therapy is key for regaining autonomy and restoring mobility, its long-term nature entails ongoing time commitment and it is often not sufficiently engaging. Virtual reality (VR) can transform rehabilitation therapy into engaging game-like tasks that can be tailored to patient-specific activities, set goals, and provide rehabilitation assessment. Yet, most VR systems lack built-in methods to track progress over time and alter rehabilitation programs accordingly. We propose using arm kinematic modeling and capability maps to allow a VR system to understand a user's physical capability and limitation. Next, we suggest two use cases for the VR system to utilize the user's capability map for tailoring rehabilitation programs. Finally, for one use case, it is shown that the VR system can emphasize and assess the use of specific UL joints.
format Preprint
id arxiv_https___arxiv_org_abs_2404_12504
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Using Capability Maps Tailored to Arm Range of Motion in VR Exergames for Rehabilitation
Lourido, Christian
Waghoo, Zaid
Wazir, Hassam Khan
Bhagat, Nishtha
Kapila, Vikram
Human-Computer Interaction
Robotics
Many neurological conditions, e.g., a stroke, can cause patients to experience upper limb (UL) motor impairments that hinder their daily activities. For such patients, while rehabilitation therapy is key for regaining autonomy and restoring mobility, its long-term nature entails ongoing time commitment and it is often not sufficiently engaging. Virtual reality (VR) can transform rehabilitation therapy into engaging game-like tasks that can be tailored to patient-specific activities, set goals, and provide rehabilitation assessment. Yet, most VR systems lack built-in methods to track progress over time and alter rehabilitation programs accordingly. We propose using arm kinematic modeling and capability maps to allow a VR system to understand a user's physical capability and limitation. Next, we suggest two use cases for the VR system to utilize the user's capability map for tailoring rehabilitation programs. Finally, for one use case, it is shown that the VR system can emphasize and assess the use of specific UL joints.
title Using Capability Maps Tailored to Arm Range of Motion in VR Exergames for Rehabilitation
topic Human-Computer Interaction
Robotics
url https://arxiv.org/abs/2404.12504