Virtual Therapy Exergame for Upper Extremity Rehabilitation Using Smart Wearable Sensors

Virtual reality (VR) has been utilized for several applications and has shown great potential for rehabilitation, especially for home therapy. However, these systems solely rely on information from VR hand controllers, which do not fully capture the individual movement of the joints. In this paper,...

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Published in:IEEE/ACM Conference on Connected Health: Applications, Systems and Engineering Technologies (Online) pp. 92 - 101
Main Authors: Baron, Lauren, Chheang, Vuthea, Chaudhari, Amit, Liaqat, Arooj, Chandrasekaran, Aishwarya, Wang, Yufan, Cashaback, Joshua, Thostenson, Erik, Barmaki, Roghayeh Leila
Format: Conference Proceeding
Language:English
Published: ACM 01.06.2023
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ISSN:2832-2975
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Abstract Virtual reality (VR) has been utilized for several applications and has shown great potential for rehabilitation, especially for home therapy. However, these systems solely rely on information from VR hand controllers, which do not fully capture the individual movement of the joints. In this paper, we propose a creative VR therapy exergame for upper extremity rehabilitation using multi-dimensional reaching tasks while simultaneously capturing hand movement from the VR controllers and elbow joint movement from a non-invasive fabric-based wearable sensor made by coating knit fabric with carbon nanotube. We conducted a preliminary study with non-clinical participants (\mathrm{n}=12,7\ \mathrm{F}) . In a 2\times 2 within-subjects study (orientation(vertical, horizontal)\times configuration (flat, curved)) , we evaluated the effectiveness and enjoyment of the exergame. The results show that there was a statistically significant difference in terms of task completion time between the two orientations. However, no significant differences were found in the number of mistakes in both orientation and configuration of the virtual exergame. This can lead to customizing therapy while maintaining the same level of intensity. The results of the resistance change generated from the wearable sensor revealed that the flat configuration in the vertical orientation induced more elbow stretches than the other conditions. Finally, we reported the subjective measures based on questionnaires for usability and user experience in different study conditions. In conclusion, the proposed VR exergame has the potential as a multi-modal sensory tool for personalized upper extremity home-based therapy and telerehabilitation.
AbstractList Virtual reality (VR) has been utilized for several applications and has shown great potential for rehabilitation, especially for home therapy. However, these systems solely rely on information from VR hand controllers, which do not fully capture the individual movement of the joints. In this paper, we propose a creative VR therapy exergame for upper extremity rehabilitation using multi-dimensional reaching tasks while simultaneously capturing hand movement from the VR controllers and elbow joint movement from a non-invasive fabric-based wearable sensor made by coating knit fabric with carbon nanotube. We conducted a preliminary study with non-clinical participants (\mathrm{n}=12,7\ \mathrm{F}) . In a 2\times 2 within-subjects study (orientation(vertical, horizontal)\times configuration (flat, curved)) , we evaluated the effectiveness and enjoyment of the exergame. The results show that there was a statistically significant difference in terms of task completion time between the two orientations. However, no significant differences were found in the number of mistakes in both orientation and configuration of the virtual exergame. This can lead to customizing therapy while maintaining the same level of intensity. The results of the resistance change generated from the wearable sensor revealed that the flat configuration in the vertical orientation induced more elbow stretches than the other conditions. Finally, we reported the subjective measures based on questionnaires for usability and user experience in different study conditions. In conclusion, the proposed VR exergame has the potential as a multi-modal sensory tool for personalized upper extremity home-based therapy and telerehabilitation.
Author Chheang, Vuthea
Chaudhari, Amit
Thostenson, Erik
Baron, Lauren
Liaqat, Arooj
Wang, Yufan
Cashaback, Joshua
Barmaki, Roghayeh Leila
Chandrasekaran, Aishwarya
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  givenname: Lauren
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  organization: University of Delaware,Newark,DE,United States
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  givenname: Roghayeh Leila
  surname: Barmaki
  fullname: Barmaki, Roghayeh Leila
  email: rlb@udel.edu
  organization: University of Delaware,Newark,DE,United States
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Snippet Virtual reality (VR) has been utilized for several applications and has shown great potential for rehabilitation, especially for home therapy. However, these...
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StartPage 92
SubjectTerms Elbow
human-computer interaction
Medical treatment
Resistance
smart wearable sensors
telerehabilitation
Three-dimensional displays
upper extremity
User experience
Virtual environments
Virtual therapy
Visualization
Title Virtual Therapy Exergame for Upper Extremity Rehabilitation Using Smart Wearable Sensors
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