Animation of 3D Avatars for Rehabilitation of the Upper Limbs
The paper presents a 3D Virtual Environment (VE) for neurorehabilitation of the upper limb. Patients move one of their arms trying to simulate concrete daily actions, such as grasping a bottle, opening a door or putting a book on a shelve. They wear a special garment that integrates four inertial se...
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| Vydané v: | 2011 3rd International Conference on Games and Virtual Worlds for Serious Applications s. 168 - 171 |
|---|---|
| Hlavní autori: | , , , , |
| Médium: | Konferenčný príspevok.. Publikácia |
| Jazyk: | English |
| Vydavateľské údaje: |
IEEE
01.05.2011
IEEE Computer Society Publications |
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| ISBN: | 1457703165, 9781457703164 |
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| Abstract | The paper presents a 3D Virtual Environment (VE) for neurorehabilitation of the upper limb. Patients move one of their arms trying to simulate concrete daily actions, such as grasping a bottle, opening a door or putting a book on a shelve. They wear a special garment that integrates four inertial sensors providing in real time information on the orientation of the patient's shoulder, elbow and wrist. The VE is a complete scenario integrating all the objects needed to perform virtually the actions simulated by the patients. In the VE, patients are represented by 3D avatars that, using the data provided by the inertial sensors, reproduce in real time their arm movements. Since only the arm movement is monitorized, but neither the hand nor the trunk and the neck, the system must combine real movements with baked animations in order to show a realistic behavior of the 3D avatar. Moreover, it must take into account collisions between the 3D avatar and the virtual objects. Finally, it must detect when the patient is about to simulate an interaction with an object in order to realize it virtually. We describe the strategies that we have designed to provide these functionalities. |
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| AbstractList | The paper presents a 3D Virtual Environment (VE)
for neurorehabilitation of the upper limb. Patients move one
of their arms trying to simulate concrete daily actions, such
as grasping a bottle, opening a door or putting a book on a
shelve. They wear a special garment that integrates four inertial
sensors providing in real time information on the orientation of
the patient’s shoulder, elbow and wrist. The VE is a complete
scenario integrating all the objects needed to perform virtually
the actions simulated by the patients. In the VE, patients are
represented by 3D avatars that, using the data provided by the
inertial sensors, reproduce in real time their arm movements.
Since only the arm movement is monitorized, but neither the
hand nor the trunk and the neck, the system must combine real
movements with baked animations in order to show a realistic
behavior of the 3D avatar. Moreover, it must take into account
collisions between the 3D avatar and the virtual objects. Finally,
it must detect when the patient is about to simulate an interaction
with an object in order to realize it virtually. We describe the
strategies that we have designed to provide these functionalities.
Peer Reviewed The paper presents a 3D Virtual Environment (VE) for neurorehabilitation of the upper limb. Patients move one of their arms trying to simulate concrete daily actions, such as grasping a bottle, opening a door or putting a book on a shelve. They wear a special garment that integrates four inertial sensors providing in real time information on the orientation of the patient's shoulder, elbow and wrist. The VE is a complete scenario integrating all the objects needed to perform virtually the actions simulated by the patients. In the VE, patients are represented by 3D avatars that, using the data provided by the inertial sensors, reproduce in real time their arm movements. Since only the arm movement is monitorized, but neither the hand nor the trunk and the neck, the system must combine real movements with baked animations in order to show a realistic behavior of the 3D avatar. Moreover, it must take into account collisions between the 3D avatar and the virtual objects. Finally, it must detect when the patient is about to simulate an interaction with an object in order to realize it virtually. We describe the strategies that we have designed to provide these functionalities. |
| Author | Tost, D. Campeny, R. Moya, S. Grau, S. Ruiz, M. |
| Author_xml | – sequence: 1 givenname: S. surname: Moya fullname: Moya, S. email: smoya@lsi.upc.edu organization: CREB-IG, Polytech. Univ. of Catalonia, Barcelona, Spain – sequence: 2 givenname: S. surname: Grau fullname: Grau, S. email: sgrau@lsi.upc.edu organization: CREB-IG, Polytech. Univ. of Catalonia, Barcelona, Spain – sequence: 3 givenname: D. surname: Tost fullname: Tost, D. email: dani@lsi.upc.edu organization: CREB-IG, Polytech. Univ. of Catalonia, Barcelona, Spain – sequence: 4 givenname: R. surname: Campeny fullname: Campeny, R. email: rcampeny@lsi.upc.edu organization: CREB-IG, Polytech. Univ. of Catalonia, Barcelona, Spain – sequence: 5 givenname: M. surname: Ruiz fullname: Ruiz, M. email: mruiz@lsi.upc.edu organization: CREB-IG, Polytech. Univ. of Catalonia, Barcelona, Spain |
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| Contributor | Universitat Politècnica de Catalunya. Departament de Llenguatges i Sistemes Informàtics Universitat Politècnica de Catalunya. GIE - Grup d'Informàtica a l'Enginyeria |
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| Snippet | The paper presents a 3D Virtual Environment (VE) for neurorehabilitation of the upper limb. Patients move one of their arms trying to simulate concrete daily... The paper presents a 3D Virtual Environment (VE) for neurorehabilitation of the upper limb. Patients move one of their arms trying to simulate concrete daily... |
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| StartPage | 168 |
| SubjectTerms | Animation Avatars Exercici terapèutic Games Informàtica Programes d'ordinador Sensors serious games Three dimensional displays upper limbs virtual rehabilitation Visualització tridimensional (Informàtica) Wrist Àrees temàtiques de la UPC |
| Title | Animation of 3D Avatars for Rehabilitation of the Upper Limbs |
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