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Koca R, Çevik Özdemir HN. Enhancing heart anatomy education in middle schools: virtual reality or tablet-based mobile applications? Anat Sci Int 2025:10.1007/s12565-025-00853-2. [PMID: 40397374 DOI: 10.1007/s12565-025-00853-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/07/2025] [Accepted: 05/08/2025] [Indexed: 05/22/2025]
Abstract
This study examines the effects of virtual reality (VR) and tablet-based mobile applications (TBMA) in teaching heart anatomy to middle school students. A randomized-controlled trial was conducted in which 84 middle school students were divided into three groups: VR (n = 28), TBMA (n = 28), and control (n = 28). The students' knowledge levels regarding heart anatomy were assessed before and after the applications. In addition, the student's metacognitive awareness and satisfaction levels were measured after the TBMA and VR applications. The participants' opinions regarding the applications were evaluated using qualitative analysis techniques. Descriptive statistics, variance analysis, and t tests were used to analyze quantitative data, and Colaizzi's education method was prepared sevenfold to examine qualitative data. A significant increase in heart anatomy knowledge levels was observed in the distribution of VR and TBMA. However, no significant difference was found between the groups (p > 0.05). In addition, while the metacognitive awareness of heart anatomy was higher in the students in the VR group, the students in the TBMA group were more satisfied with the learning process. Students stated that learning heart anatomy with VR and TBMA methods was fun, informative, and enjoyable and that such applications should be used more in classes. This study reveals that technology-supported teaching methods can positively affect students' learning processes while teaching heart anatomy. More comprehensive research should be conducted with randomized-controlled and mixed-method studies in different age groups and various course subjects to evaluate the sustainability and effectiveness of technology-based applications.
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Affiliation(s)
- Rabia Koca
- Department of Physical Therapy and Rehabilitation, Faculty of Health Sciences, Afyonkarahisar Health Sciences University, Afyonkarahisar, Türkiye.
| | - Hamide Nur Çevik Özdemir
- Department of Child Health and Disease Nursing, Faculty of Health Sciences, Afyonkarahisar Health Sciences University, Afyonkarahisar, Türkiye
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Maden T, Ergen Hİ, Pancar Z, Buglione A, Padulo J, Migliaccio GM, Russo L. The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover Study. MEDICINA (KAUNAS, LITHUANIA) 2025; 61:668. [PMID: 40282958 PMCID: PMC12028600 DOI: 10.3390/medicina61040668] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 03/03/2025] [Revised: 03/31/2025] [Accepted: 04/02/2025] [Indexed: 04/29/2025]
Abstract
Background and Objectives: Although virtual reality (VR) has been shown to be effective in rehabilitation through motor learning principles, its impact on upper extremity function, particularly in the context of console use, remains unclear. Materials and Methods: This study aimed to investigate the effects of VR-based task-oriented movement on the upper extremity of healthy individuals. A total of 26 healthy individuals performed task-oriented movements in both real and virtual environments in a randomized order. All participants completed a single session of task-oriented movements using a VR Goggle system in a virtual setting. Physiotherapists designed immersive VR-based experiences and 3D screen-based exergames for this study. Upper extremity function was assessed using several measures: joint position sense (JPS) of the wrist and shoulder was evaluated using a universal goniometer, reaction time was measured via a mobile application, and gross manual dexterity was assessed using the box-and-block test (BBT). Evaluations were conducted before and after the interventions. Results: The results showed that JPS remained similar between conditions, while BBT performance improved in both groups. However, the reaction time increased significantly only after VR intervention (p < 0.05). No significant period or carryover effects were observed across the parameters. These findings suggest that VR-based task-oriented training positively influences reaction time and supports hand function. Moreover, VR systems that simulate joint position sense similar to real-world conditions may be beneficial for individuals with musculoskeletal motor deficits. Conclusions: These results highlight the potential for integrating VR technology into rehabilitation programs for patients with neurological or orthopedic impairments, providing a novel tool for enhancing upper extremity function and injury prevention strategies.
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Affiliation(s)
- Tuba Maden
- Department of Physiotherapy and Rehabilitation, Faculty of Health Sciences, Gaziantep University, 27050 Gaziantep, Turkey; (T.M.); (H.İ.E.)
| | - Halil İbrahim Ergen
- Department of Physiotherapy and Rehabilitation, Faculty of Health Sciences, Gaziantep University, 27050 Gaziantep, Turkey; (T.M.); (H.İ.E.)
| | - Zarife Pancar
- Department of Physical Education and Sport, Faculty Sport Science, Gaziantep University, 27310 Gaziantep, Turkey
| | - Antonio Buglione
- Department of Theoretical and Applied Sciences, eCampus University, 22060 Novedrate, Italy; (A.B.); (L.R.)
| | - Johnny Padulo
- Department of Biomedical Sciences for Health, Università degli Studi di Milano, 20133 Milan, Italy;
| | - Gian Mario Migliaccio
- Department of Human Sciences and Promotion of the Quality of Life, San Raffaele Rome Open University, 00166 Rome, Italy
- Athlete Physiology, Psychology and Nutrition Unit, Maxima Performa, 20126 Milan, Italy
| | - Luca Russo
- Department of Theoretical and Applied Sciences, eCampus University, 22060 Novedrate, Italy; (A.B.); (L.R.)
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Cui Y, Cong F, Zeng M, Wang J. Effects and mechanisms of synchronous virtual reality action observation and electrical stimulation on upper extremity motor function and activities of daily living in patients with stroke: a protocol for a randomized controlled trial. Front Neurol 2025; 16:1499178. [PMID: 40255890 PMCID: PMC12006082 DOI: 10.3389/fneur.2025.1499178] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/20/2024] [Accepted: 03/24/2025] [Indexed: 04/22/2025] Open
Abstract
Background Existing rehabilitation techniques are not satisfactory in improving motor function after stroke, resulting in heavy social burdens. With discovery of mirror neuron system (MNS), action observation (AO) has become a promising strategy to promote motor learning in rehabilitation. Based on MNS theory and virtual reality (VR) technology, we designed an innovative rehabilitative approach: synchronous 360° VR video AO (VRAO) and neuromuscular electrical stimulation (NMES). We hypothesized that VRAO+NMES could enhance MNS activation, thus to improve upper limb motor function and activities of daily living in stroke survivors. Methods To explore the efficacy and mechanism of VRAO+NMES, we designed this single center, evaluator blinded, prospective, two arm parallel group randomized controlled trial with 1:1 allocation ratio. The experiment group will receive VRAO+NMES, while the control group will receive VR landscape observation combined with NMES. The Fugl-Meyer Assessment for Upper Extremity is the primary outcome of this study, Brunstrom Recovery Stages for Upper Extremity, Manual Muscle Test, Range of Motion, Modified Barthel Index, and Functional Independence Measure are the secondary outcomes. In addition, functional near-infrared spectroscopy (fNIRS) and surface electromyography (sEMG) will be used to evaluate the activation of MNS brain regions and related muscles, respectively. Discussion Applying VR in AO therapy (AOT) has become popular, another study direction to improve AOT is to combine it with peripheral stimulations simultaneously. Due to its full immersive characteristic and multi-sensory input, 360° videos based VRAO+NMES could improve the motivation and engagement level of participants. In addition, fNIRS and sEMG test results may act as good biomarkers to predict rehabilitation outcomes, helping select suitable candidates for this new intervention. Conclusion The results of this study will provide evidence for the feasibility and potential clinical efficacy of VRAO+NMES in stroke rehabilitation, thus to promote the clinical applicability and generalize its use in hospital, community, and home rehabilitation settings. Clinical trial registration https://www.chictr.org.cn/showproj.html?proj=178276, Identifier [ChiCTR2200063552].
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Affiliation(s)
- Yao Cui
- Department of Physical Therapy, Beijing Bo'ai Hospital, China Rehabilitation Research Center, Beijing, China
- School of Rehabilitation Medicine, Capital Medical University, Beijing, China
| | - Fang Cong
- Department of Physical Therapy, Beijing Bo'ai Hospital, China Rehabilitation Research Center, Beijing, China
- School of Rehabilitation Medicine, Capital Medical University, Beijing, China
| | - Ming Zeng
- Department of Rehabilitation Medicine, The Second Affiliated Hospital of Jiaxing University, The Second Hospital of Jiaxing City, Jiaxing, Zhejiang, China
| | - Jun Wang
- Department of Physical Therapy, Hangzhou Geriatric Hospital, Hangzhou, Zhejiang, China
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Borzelli D, Boarini V, Casile A. A quantitative assessment of the hand kinematic features estimated by the oculus Quest 2. Sci Rep 2025; 15:8842. [PMID: 40087370 PMCID: PMC11909279 DOI: 10.1038/s41598-025-91552-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/02/2024] [Accepted: 02/21/2025] [Indexed: 03/17/2025] Open
Abstract
In the past decade, immersive virtual reality (VR) has garnered significant interest due to its capacity to ability a strong sense of presence and allow users to act in virtual environments. In particular, VR has been increasingly used in clinical settings to present scenarios for motor rehabilitation purposes. Existing research efforts mostly focus on investigating the clinical effectiveness of different routines. However, modern VR systems, in addition to presenting scenarios, also have hand motion tracking capabilities that could be potentially used to gather clinically relevant kinematic data from the patients while they execute the VR tasks. Here, we quantitatively assess the capability of tracking hand movements of a popular VR system, the Oculus Quest 2 by Meta, by comparing its kinematic measures with those provided by a commercial marker-based motion capture system. Our findings suggest that the Quest 2 provides reasonably reliable estimates of hand position and velocity. Estimates of acceleration are noisier and might be sometime unsuitable for kinematic assessments. Notably, the accuracy of the kinematic estimates varies across spatial directions. Estimates along the left/right direction are the most accurate, followed by estimates along the up/down axis. Estimates along the near/far axis appear to be the noisiest. Furthermore, we also found that Quest 2 can provide fine-grained measures of grip aperture, but the precision of these measures might be affected by the subject's head movements while wearing the system. Our results suggest that modern VR devices, in addition to presenting immersive scenarios, could be potentially used in rehabilitation settings also to provide clinically relevant kinematic measures that can potentially inform medical decisions.
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Affiliation(s)
- Daniele Borzelli
- Department of Biomedical and Dental Sciences and Morphofunctional Imaging, University of Messina, 98124, Messina, Italy
- IRCCS Fondazione Santa Lucia, 00179, Rome, Italy
| | - Vittorio Boarini
- Department of Mathematics and Computer Science, University of Ferrara, 44121, Ferrara, Italy
| | - Antonino Casile
- Department of Biomedical and Dental Sciences and Morphofunctional Imaging, University of Messina, 98124, Messina, Italy.
- Istituto Italiano di Tecnologia, Center for Translational Neurophysiology of Speech and Communication, 44121, Ferrara, Italy.
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Wu Z, Li X, Li L, Zhang Y, Shen X. Perceptions and experiences of commercial virtual reality games in early postoperative rehabilitation among cardiac surgical patients: A qualitative study. Digit Health 2025; 11:20552076251315793. [PMID: 39866890 PMCID: PMC11758520 DOI: 10.1177/20552076251315793] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/27/2024] [Accepted: 01/05/2025] [Indexed: 01/28/2025] Open
Abstract
Background Although numerous studies have focused on the outcomes of virtual reality games for early rehabilitation in postoperative cardiac surgical patients, research on these patients' perceptions and experiences with virtual reality games has been limited. Objectives The aim of this qualitative study was to provide insights into the perceptions and experiences of postoperative cardiac surgery patients in using commercial virtual reality games during early rehabilitation. Methods A cohort of postoperative cardiac surgery patients (n = 12) who used the same VR games during the early rehabilitation period at the cardiac surgery intensive care unit (ICU) of a tertiary hospital in Nanjing, China, was enrolled in this study, conducted between January 2023 and December 2023. Data were collected through individual in-depth interviews and analyzed using Colaizzi's phenomenological method. Results Two themes emerged from the interviews: (1) the benefits of virtual reality games for rehabilitation, including (i) enhancing enthusiasm for rehabilitation, (ii) helping patients to focus attention, (iii) increasing individual exercise, (iv) providing enjoyment, and (v) regulating negative emotions; (2) shortcomings in the use of virtual reality games, including (i) producing stress, (ii) insufficient operating space, (iii) discomfort while wearing, (iv) difficulty in mastering the application, and (v) individualized needs. Conclusion Cardiac patients believed that the use of commercial virtual reality games during early postoperative rehabilitation was beneficial to rehabilitation, but they highlighted some shortcomings that require improvement. The results of this study provide a certain theoretical basis for the further promotion and application of commercial virtual reality games in clinical practice in the future.
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Affiliation(s)
- Zhongkang Wu
- Department of Intensive Care Medicine, Nanjing First Hospital, Nanjing Medical University, Nanjing, Jiangsu Province, China
| | - Xihan Li
- Nanjing First Hospital, Nanjing Medical University, Nanjing, Jiangsu Province, China
| | - Lin Li
- Department of Intensive Care Medicine, Nanjing First Hospital, Nanjing Medical University, Nanjing, Jiangsu Province, China
| | - Yan Zhang
- Department of Intensive Care Medicine, Nanjing First Hospital, Nanjing Medical University, Nanjing, Jiangsu Province, China
| | - Xiao Shen
- Department of Intensive Care Medicine, Nanjing First Hospital, Nanjing Medical University, Nanjing, Jiangsu Province, China
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Demir OB, Kablanoglu S, Sari PN, Alyanak B, Taskin Yilmaz F, Dursun E. Effects of virtual reality exercise on pain, joint motion, and quality of life in patients with frozen shoulder: a randomized controlled study. Physiother Theory Pract 2024:1-12. [PMID: 39700302 DOI: 10.1080/09593985.2024.2443027] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/23/2024] [Revised: 12/11/2024] [Accepted: 12/11/2024] [Indexed: 12/21/2024]
Abstract
BACKGROUND Restriction of shoulder movements in frozen shoulder may negatively affect individual's daily living activities. The effect of the virtual reality (VR)-based exercise program, which is an innovative application and has been used in the field of physiotherapy in recent years, is unknown on patients diagnosed with frozen shoulder. OBJECTIVE This study was conducted to determine the effects of a VR-based exercise program provided to patients with frozen shoulder on their pain, joint motion, and quality of life. METHODS In the randomized controlled study, patients were divided into two groups to receive treatment five times a week for four weeks:VR-based exercise (VR group, n = 18) and conventional treatment(control group, n = 18). The data were collected using the VisualAnalog Scale, the Shoulder Pain and Disability Index, and the ShortForm - 36 health Scale. RESULTS In comparison to the pre-treatment measurements, improvements were observed in pain, joint range of motion, and quality of life in both groups after the treatment (p < .001). The improvement in pain observed in the VR group after the treatment was greater than that observed in the control group (U=-2.064, p= .030). After the treatment, the quality of life in the mental health dimension was better for patients in the VR group (U= -1.979, p= .048). CONCLUSION VR-based exercise was an effective method for reducing the pain levels and improving the mental health of patients diagnosed with frozen shoulder.
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Affiliation(s)
- Oguzhan Bahadir Demir
- Faculty of Health Sciences, Physiotherapy and Rehabilitation Department, Sakarya University of Applied Sciences, Sakarya, Turkey
- Physiotherapy and Rehabilitation Application and Research Center, Sakarya University of Applied Sciences, Sakarya, Turkey
| | | | - Pakize Nurgul Sari
- Faculty of Health Sciences, Physiotherapy and Rehabilitation Department, Sakarya University of Applied Sciences, Sakarya, Turkey
| | - Bulent Alyanak
- Necati Celik State Hospital, Physical Medicine and Rehabilitation, Golcuk, Kocaeli, Turkey
| | - Feride Taskin Yilmaz
- Faculty of Health Sciences, Sakarya University of Applied Sciences, Sakarya, Turkey
| | - Erbil Dursun
- Faculty of Medicine, Kocaeli University, Kocaeli, Turkey
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Gulli A, Fontana F, Aruffo A, Orzan E, Muzzi E. Previous binaural experience supports compensatory strategies in hearing-impaired children's auditory horizontal localization. PLoS One 2024; 19:e0312073. [PMID: 39637020 PMCID: PMC11620673 DOI: 10.1371/journal.pone.0312073] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/13/2024] [Accepted: 09/30/2024] [Indexed: 12/07/2024] Open
Abstract
This study investigates auditory localization in children with a diagnosis of hearing impairment rehabilitated with bilateral cochlear implants or hearing aids. Localization accuracy in the anterior horizontal field and its distribution along the angular position of the source were analyzed. Participants performed a localization task in a virtual environment where they could move their heads freely and were asked to point to an invisible sound source. The source was rendered using a loudspeaker set arranged as a semi-circular array in the horizontal plane. The participants' head positions were tracked while their hands pointed to the auditory target; the preferred listening position and the onset of active strategies involving head movement were extracted. A significant correlation was found between age and localization accuracy and age and head movement in children with bilateral hearing aids. Investigating conditions where no, one, or both hearing devices were turned off, it was found that asymmetrical hearing caused the largest errors. Under this specific condition, head movement was used erratically by children with bilateral cochlear implants who focused on postures maximizing sound intensity at the more sensitive ear. Conversely, those with a consolidated binaural hearing experience could use dynamic cues even if one hearing aid was turned off. This finding may have implications for the clinical evaluation and rehabilitation of individuals with hearing impairments.
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Affiliation(s)
- Andrea Gulli
- Department of Engineering and Management, University of Padua, Padua, Italy
| | - Federico Fontana
- HCI Lab, Department of Mathematics, Computer Science and Physics, University of Udine, Udine, Italy
| | - Alessandro Aruffo
- Otorhinolaryngology and Audiology, Institute for Maternal and Child Health IRCCS “Burlo Garofolo”, Trieste, Italy
| | - Eva Orzan
- Otorhinolaryngology and Audiology, Institute for Maternal and Child Health IRCCS “Burlo Garofolo”, Trieste, Italy
| | - Enrico Muzzi
- Otorhinolaryngology and Audiology, Institute for Maternal and Child Health IRCCS “Burlo Garofolo”, Trieste, Italy
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Munari D, von Wartburg A, Garcia-Marti VG, Zadravec M, Matjačić Z, Veneman JF. Clinical Feasibility of Applying Immersive Virtual Reality during Robot-Assisted Gait Training for Individuals with Neurological Diseases: A Pilot Study. Brain Sci 2024; 14:1002. [PMID: 39452016 PMCID: PMC11506603 DOI: 10.3390/brainsci14101002] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/27/2024] [Revised: 09/26/2024] [Accepted: 09/30/2024] [Indexed: 10/26/2024] Open
Abstract
BACKGROUND Immersive virtual reality has the potential to motivate and challenge patients who need and want to relearn movements in the process of neurorehabilitation. OBJECTIVE The aim of this study was to evaluate the feasibility and user acceptance of an innovative immersive virtual reality system (head-mounted display) used in combination with robot-assisted gait training in subjects suffering from neurological diseases. METHODS Fifteen participants suffering from cerebrovascular accident or spinal cord injury completed a single session of immersive virtual reality using a head-mounted display during a Lokomat® gait session. Training parameters and safety indicators were collected, and acceptance was investigated among participants and therapists. RESULTS The results suggest that an immersive virtual reality system is feasible in terms of safety and tolerance. Furthermore, the very positive overall acceptance of the system suggests that it has the potential to be included in a robot-assisted gait training session using Lokomat®. CONCLUSION Overall, this study demonstrates that a fully immersive virtual reality system based on a head-mounted display is both feasible and well received by cerebrovascular accident and spinal cord injury patients and their therapists during robot-assisted gait training. This study suggests that such a virtual reality system could be a viable alternative to the screen-based training games currently used in neurorehabilitation. It may be especially suitable for enhancing patient motivation and adherence to training, particularly if the application is enjoyable and not mentally taxing.
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Affiliation(s)
- Daniele Munari
- Hocoma Medical GmbH, 8604 Volketswil, Switzerland; (D.M.); (A.v.W.); (V.G.G.-M.)
| | - Angela von Wartburg
- Hocoma Medical GmbH, 8604 Volketswil, Switzerland; (D.M.); (A.v.W.); (V.G.G.-M.)
| | | | - Matjaž Zadravec
- Research and Development Unit, University Rehabilitation Institute Republic of Slovenia, 1000 Ljubljana, Slovenia; (M.Z.); (Z.M.)
| | - Zlatko Matjačić
- Research and Development Unit, University Rehabilitation Institute Republic of Slovenia, 1000 Ljubljana, Slovenia; (M.Z.); (Z.M.)
| | - Jan F. Veneman
- Hocoma Medical GmbH, 8604 Volketswil, Switzerland; (D.M.); (A.v.W.); (V.G.G.-M.)
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Du K, Benavides LR, Isenstein EL, Tadin D, Busza AC. Virtual reality assessment of reaching accuracy in patients with recent cerebellar stroke. BMC DIGITAL HEALTH 2024; 2:50. [PMID: 39139706 PMCID: PMC11317447 DOI: 10.1186/s44247-024-00107-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/30/2024] [Accepted: 06/05/2024] [Indexed: 08/15/2024]
Abstract
Background Dysmetria, the inability to accurately estimate distance in motor tasks, is a characteristic clinical feature of cerebellar injury. Even though subjective dysmetria can be quickly detected during the neurological examination with the finger-to-nose test, objective quantification of reaching accuracy for clinical assessment is still lacking. Emerging VR technology allows for the delivery of rich multisensory environmental stimuli with a high degree of control. Furthermore, recent improvements in the hand-tracking feature offer an opportunity to closely examine the speed, accuracy, and consistency of fine hand movements and proprioceptive function. This study aims to investigate the application of virtual reality (VR) with hand tracking in the rapid quantification of reaching accuracy at the bedside for patients with cerebellar stroke (CS). Methods and results Thirty individuals (10 CS patients and 20 age-matched neurologically healthy controls) performed a simple task that allowed us to measure reaching accuracy using a VR headset (Oculus Quest 2). During this task, the participant was asked to reach for a target placed along a horizontal sixty-degree arc. Once the fingertip passed through the arc, the target immediately extinguished. 50% of the trials displayed a visible, real-time rendering of the hand as the participant reached for the target (visible hand condition), while the remaining 50% only showed the target being extinguished (invisible hand condition). The invisible hand condition isolates proprioception-guided movements by removing the visibility of the participant's hand. Reaching error was calculated as the difference in degrees between the location of the target, and where the fingertip contacted the arc. Both CS patients and age-matched controls displayed higher average reaching error and took longer to perform a reaching motion in the invisible hand condition than in the visible hand condition. Reaching error was higher in CS than in controls in the invisible hand condition but not in the visible hand condition. Average time taken to perform each trial was higher in CS than in controls in the invisible hand conditions but not in the visible hand condition. Conclusions Reaching accuracy assessed by VR offers a non-invasive and rapid approach to quantifying fine motor functions in clinical settings. Furthermore, this technology enhances our understanding of proprioceptive function in patients with visuomotor disabilities by allowing the isolation of proprioception from vision. Future studies with larger cohorts and longitudinal designs will examine the quantitative changes in reaching accuracy after stroke and explore the long-term benefits of VR in functional recovery.
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Affiliation(s)
- Khai Du
- Department of Neurology, University of Rochester Medical Center, Rochester, NY USA
| | | | - Emily L. Isenstein
- Department of Neuroscience, University of Rochester Medical Center, Rochester, NY USA
- Department of Brain and Cognitive Sciences, University of Rochester, Rochester, NY USA
- Center for Visual Science, University of Rochester, Rochester, NY USA
| | - Duje Tadin
- Department of Neuroscience, University of Rochester Medical Center, Rochester, NY USA
- Department of Brain and Cognitive Sciences, University of Rochester, Rochester, NY USA
- Center for Visual Science, University of Rochester, Rochester, NY USA
- Department of Ophthalmology, University of Rochester Medical Center, Rochester, NY USA
| | - Ania C. Busza
- Department of Neurology, University of Rochester Medical Center, Rochester, NY USA
- Department of Neuroscience, University of Rochester Medical Center, Rochester, NY USA
- Department of Physical Medicine and Rehabilitation, University of Rochester Medical Center, Rochester, NY USA
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10
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Satone P, Ramteke SU, Jaiswal PR. Multimodal Exercises Adjunct to Virtual Reality in Acromioclavicular Joint Sprain Rehabilitation: A Case Report. Cureus 2024; 16:e66599. [PMID: 39258074 PMCID: PMC11383641 DOI: 10.7759/cureus.66599] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/29/2024] [Accepted: 08/10/2024] [Indexed: 09/12/2024] Open
Abstract
Acromioclavicular joint (AC) sprains are common, usually resulting from a fall on the corner of the shoulder or, less often, an outstretched arm. In this report, we discussed the assessment and physiotherapy protocol along with virtual reality (VR) training of a 21-year-old male state-level kabaddi player who complained of pain in his left shoulder following a history of fall on his left shoulder while playing. This study highlights clinical assessment, diagnostic assessment, therapeutic intervention, and outcomes for patients with a grade II AC sprain. Pain, range of motion (ROM), and muscle strength were clinically assessed. The patient was managed with cryotherapy, movement with mobilization (MWM), rigid taping, ROM exercises, VR training, and muscle strengthening. The results of the study concluded that our conventional physical therapy along with MWM adjunct to VR facilitates the patient's functional recovery.
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Affiliation(s)
- Palash Satone
- Sports Physiotherapy, Ravi Nair Physiotherapy College, Datta Meghe Institute of Higher Education & Research, Wardha, IND
| | - Swapnil U Ramteke
- Sports Physiotherapy, Ravi Nair Physiotherapy College, Datta Meghe Institute of Higher Education & Research, Wardha, IND
| | - Pratik R Jaiswal
- Sports Physiotherapy, Ravi Nair Physiotherapy College, Datta Meghe Institute of Higher Education & Research, Wardha, IND
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11
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Pelosi AD, Roth N, Yehoshua T, Itah D, Braun Benyamin O, Dahan A. Personalized rehabilitation approach for reaching movement using reinforcement learning. Sci Rep 2024; 14:17675. [PMID: 39085281 PMCID: PMC11291482 DOI: 10.1038/s41598-024-64514-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/06/2023] [Accepted: 06/10/2024] [Indexed: 08/02/2024] Open
Abstract
Musculoskeletal disorders challenge significantly the performance of many daily life activities, thus impacting the quality of life. The efficiency of the traditional physical therapy programs is limited by ecological parameters such as intervention duration and frequency, number of caregivers, geographic accessibility, as well as by subjective factors such as patient's motivation and perseverance in training. The implementation of VR rehabilitation systems may address these limitations, but the technology still needs to be improved and clinically validated. Furthermore, current applications generally lack flexibility and personalization. A VR rehabilitation game simulation is developed, which focuses on the upper-limb movement of reaching, an essential movement involved in numerous daily life activities. Its novelty consists in the integration of a machine learning algorithm, enabling highly adaptive and patient-customized therapeutic intervention. An immersive VR system for the rehabilitation of reaching movement using a bubble popping game is proposed. In the virtual space, the patient is presented with bubbles appearing at different locations and is asked to reach the bubble with the injured limb and pop it. The implementation of a Q-learning algorithm enables the game to adjust the location of the next bubble according to the performance of the patient, represented by his kinematic characteristics. Two test cases simulate the performance of the patient during a training program of 10 days/sessions, in order to validate the effectiveness of the algorithm, demonstrated by the spatial and temporal distribution of the bubbles in each evolving scenario. The results show that the algorithm learns the patient's capabilities and successfully adapts to them, following the reward policy dictated by the therapist; moreover, the algorithm is highly responsive to kinematic features' variation, while demanding a reasonable number of iterations. A novel approach for upper limb rehabilitation is presented, making use of immersive VR and reinforcement learning. The simulation suggests that the algorithm offers adaptive capabilities and high flexibility, needed in the comprehensive personalization of a rehabilitation process. Future work will demonstrate the concept in clinical trials.
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Affiliation(s)
- Avishag Deborah Pelosi
- Mechanical Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel.
| | - Navit Roth
- Mechanical Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel
| | - Tal Yehoshua
- Software Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel
| | - Dorit Itah
- Western Galilee Medical Center, P.O.B. 21, 2210001, Nahariya, Israel
| | - Orit Braun Benyamin
- Mechanical Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel
| | - Anat Dahan
- Software Engineering Department, Braude College of Engineering, Karmiel, Snunit 51 St., 2161002, Karmiel, Israel
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Culicetto L, Giustiniani A, Lo Buono V, Cazzato V, Falzone A, Vicario CM, Quartarone A, Marino S. From real to virtual prism adaptation therapy: a systematic review on benefits and challenges of a new potential rehabilitation approach. Front Psychol 2024; 15:1391711. [PMID: 38966730 PMCID: PMC11222640 DOI: 10.3389/fpsyg.2024.1391711] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/26/2024] [Accepted: 06/11/2024] [Indexed: 07/06/2024] Open
Abstract
Prism adaptation (PA) is a sensorimotor technique that has been shown to alleviate neglect symptoms. Due to its demonstrated functional effectiveness, PA has recently been implemented in virtual reality environments. However, research on virtual prism adaptation (VPA) is limited and it lacks a standardized methodological approach. It is crucial to investigate whether VPA can be effective in inducing traditional effect of PA and to have potential utility in a rehabilitation context. Clarifying this aspect would allow the use of VPA in a wider range of contexts and neurological disorders, with the additional opportunity to overcome PA traditional limits. The aim of the present study is to revise current literature on VPA in both healthy individuals and patients highlighting also its advantages and limitations. Studies performed between 2013 and 2023 and fulfilling the inclusion criteria were searched on three electronic databases, by combining the terms "Virtual prism adaptation" and "Virtual prism adaptation therapy. Out of 123 articles, only 16 met the inclusion criteria. The current literature review suggests that VPA may serve as a potentially useful tool for inducing visuomotor adaptation, with most studies conducted in healthy individuals. The high variability in the methodologies observed among studies suggests that more standardized approaches are needed to gain a deeper understanding of the mechanisms underlying adaptation and aftereffects when PA is administered in a virtual environment. Future studies should also address practical applications and clinical efficacy of VPA, particularly in patients with spatial neglect.
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Affiliation(s)
| | | | | | - Valentina Cazzato
- Dipartimento di Scienze Cognitive, Psicologiche, Pedagogiche e Degli Studi Culturali, Università di Messina, Messina, Italy
- School of Psychology, Faculty of Health, Liverpool John Moores University, Liverpool, United Kingdom
| | - Alessandra Falzone
- Dipartimento di Scienze Cognitive, Psicologiche, Pedagogiche e Degli Studi Culturali, Università di Messina, Messina, Italy
| | - Carmelo Mario Vicario
- Dipartimento di Scienze Cognitive, Psicologiche, Pedagogiche e Degli Studi Culturali, Università di Messina, Messina, Italy
| | | | - Silvia Marino
- IRCCS Centro Neurolesi Bonino Pulejo, Messina, Italy
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De Pasquale P, Bonanno M, Mojdehdehbaher S, Quartarone A, Calabrò RS. The Use of Head-Mounted Display Systems for Upper Limb Kinematic Analysis in Post-Stroke Patients: A Perspective Review on Benefits, Challenges and Other Solutions. Bioengineering (Basel) 2024; 11:538. [PMID: 38927774 PMCID: PMC11200415 DOI: 10.3390/bioengineering11060538] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2024] [Revised: 05/20/2024] [Accepted: 05/21/2024] [Indexed: 06/28/2024] Open
Abstract
In recent years, there has been a notable increase in the clinical adoption of instrumental upper limb kinematic assessment. This trend aligns with the rising prevalence of cerebrovascular impairments, one of the most prevalent neurological disorders. Indeed, there is a growing need for more objective outcomes to facilitate tailored rehabilitation interventions following stroke. Emerging technologies, like head-mounted virtual reality (HMD-VR) platforms, have responded to this demand by integrating diverse tracking methodologies. Specifically, HMD-VR technology enables the comprehensive tracking of body posture, encompassing hand position and gesture, facilitated either through specific tracker placements or via integrated cameras coupled with sophisticated computer graphics algorithms embedded within the helmet. This review aims to present the state-of-the-art applications of HMD-VR platforms for kinematic analysis of the upper limb in post-stroke patients, comparing them with conventional tracking systems. Additionally, we address the potential benefits and challenges associated with these platforms. These systems might represent a promising avenue for safe, cost-effective, and portable objective motor assessment within the field of neurorehabilitation, although other systems, including robots, should be taken into consideration.
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Affiliation(s)
- Paolo De Pasquale
- IRCCS Centro Neurolesi Bonino-Pulejo, Cda Casazza, SS 113, 98124 Messina, Italy; (P.D.P.); (A.Q.); (R.S.C.)
| | - Mirjam Bonanno
- IRCCS Centro Neurolesi Bonino-Pulejo, Cda Casazza, SS 113, 98124 Messina, Italy; (P.D.P.); (A.Q.); (R.S.C.)
| | - Sepehr Mojdehdehbaher
- Department of Mathematics, Computer Science, Physics and Earth Sciences (MIFT), University of Messina, Viale Ferdinando Stagno d’Alcontres, 31, 98166 Messina, Italy;
| | - Angelo Quartarone
- IRCCS Centro Neurolesi Bonino-Pulejo, Cda Casazza, SS 113, 98124 Messina, Italy; (P.D.P.); (A.Q.); (R.S.C.)
| | - Rocco Salvatore Calabrò
- IRCCS Centro Neurolesi Bonino-Pulejo, Cda Casazza, SS 113, 98124 Messina, Italy; (P.D.P.); (A.Q.); (R.S.C.)
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Oh S, Yoon BJ, Park H. Location-based electrotactile feedback localizes hitting point in virtual-reality table tennis game. Biomed Eng Lett 2024; 14:593-604. [PMID: 38645588 PMCID: PMC11026324 DOI: 10.1007/s13534-024-00354-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/19/2023] [Revised: 10/26/2023] [Accepted: 01/18/2024] [Indexed: 04/23/2024] Open
Abstract
Learning new motor skills is often challenged by sensory mismatches. For reliable sensory information, people have actively employed sensory intervention methods. Visual assistance is the most popular method to provide sensory information, which is equivalent to the knowledge of performance (KP) in motor tasks. However, its efficacy is questionable because of visual-proprioceptive mismatch as well as heavy intrinsic visual and cognitive engagement in motor tasks. Electrotactile intervention is a promising technique to address the current limitations, as it provides KP using tactile feedback that has a close neurophysiological association with proprioception. To test its efficacy, we compared the effects of visual and electrotactile assistance on hitting point localization of the table-tennis racket during virtual-reality table-tennis game. Experimental results suggest that location-based electrotactile feedback outperforms visual assistance in localizing the hitting point on a table-tennis racket during virtual-reality table-tennis game. Our study showed the potential of electrotactile intervention for improving the efficacy of new motor skill training.
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Affiliation(s)
- Semyoung Oh
- Department of Electrical and Computer Engineering, Texas A&M University, College Station, TX USA
| | - Byung-Jun Yoon
- Department of Electrical and Computer Engineering, Texas A&M University, College Station, TX USA
- Computational Science Initiative, Brookhaven National Laboratory, Upton, NY 11973 USA
| | - Hangue Park
- Department of Electrical and Computer Engineering, Texas A&M University, College Station, TX USA
- Department of Biomedical Engineering, Sungkyunkwan University, Suwon, South Korea
- Department of Intelligent Precision Healthcare Convergence, Sungkyunkwan University, Suwon, South Korea
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15
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Nam J, Koh YG, Chung S, Kim PS, Jang J, Park JH, Kang KT. The Application of Virtual Reality in Shoulder Surgery Rehabilitation. Cureus 2024; 16:e58280. [PMID: 38752078 PMCID: PMC11094526 DOI: 10.7759/cureus.58280] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 04/09/2024] [Indexed: 05/18/2024] Open
Abstract
To achieve a positive functional prognosis in orthopedic surgery, particularly in shoulder surgeries, effective rehabilitation is essential. Recently, there has been growing interest in the use of virtual reality (VR) in the field of orthopedics, particularly for preoperative education and training, as well as clinical and home-based rehabilitation. This report describes the process of developing an application utilizing Meta Quest 2 VR technology (Meta, CA, USA) for rehabilitation after shoulder surgery. This application assists patients in performing postoperative exercises at home by wearing VR equipment tailored to their postoperative weeks. The advantages of VR rehabilitation lie in overcoming the limitations of traditional rehabilitation methods and providing patients with a better rehabilitation experience. Moreover, automating the rehabilitation process and reducing patients' visits to clinics can lead to cost savings. This report raises expectations for the potential and scalability of VR utilization, extending beyond orthopedics to other fields. In addition, it anticipates that with better feedback and motivation, the rehabilitation effects for patients can be further enhanced.
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Affiliation(s)
- Jihun Nam
- Mechanical Engineering, Yonsei University, Seoul, KOR
| | - Yong-Gon Koh
- Orthopaedic Surgery, Yonsei Sarang Hospital, Seoul, KOR
| | | | - Paul S Kim
- Orthopaedic Surgery, The Bone Hospital, Seoul, KOR
| | - Jihoon Jang
- Orthopaedics, Yonsei Siwon Orthopaedic Clinic, Seoul, KOR
| | - Joon-Hee Park
- Anesthesiology & Pain Medicine, Hallym University College of Medicine and Kangdong Sacred Heart Hospital, Seoul, KOR
| | - Kyoung-Tak Kang
- Skyve R&D Lab, Skyve Co. LTD., Seoul, KOR
- Mechanical Engineering, Yonsei University, Seoul, KOR
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16
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Ehioghae M, Montoya A, Keshav R, Vippa TK, Manuk-Hakobyan H, Hasoon J, Kaye AD, Urits I. Effectiveness of Virtual Reality-Based Rehabilitation Interventions in Improving Postoperative Outcomes for Orthopedic Surgery Patients. Curr Pain Headache Rep 2024; 28:37-45. [PMID: 38032538 DOI: 10.1007/s11916-023-01192-5] [Citation(s) in RCA: 7] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 11/20/2023] [Indexed: 12/01/2023]
Abstract
PURPOSE OF REVIEW The surge in orthopedic surgeries strains the US healthcare system, necessitating innovative rehabilitation solutions. This review examines the potential of virtual reality (VR)-based interventions for orthopedic rehabilitation. RECENT FINDINGS The effectiveness of VR-based interventions in orthopedic surgery patients is scrutinized. While some studies suggest better patient-reported outcomes and satisfaction, mixed results emerge from others, demonstrating comparable or varied results compared to traditional rehabilitation. The underlying mechanisms of VR-based rehabilitation are elucidated, showing its positive impact on proprioception, pain management, agency, and balance. Challenges of unfamiliarity, patient engagement, and drop-out rates are identified, emphasizing the need for tailored approaches. VR technology's immersive environments and multisensory experiences offer a novel approach to addressing functional deficits and pain post-surgery. The conclusion drawn is that VR-based rehabilitation complements rather than replaces conventional methods, potentially aiding in pain reduction and functional improvement. VR-based rehabilitation holds promise for enhancing orthopedic surgery outcomes, presenting a dynamic approach to recovery. Its potential to reshape healthcare delivery and reimbursement structures underscores its significance in modern healthcare. Overall, VR-based rehabilitation offers a promising avenue for optimizing postoperative recovery in orthopedic surgery patients.
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Affiliation(s)
- Mark Ehioghae
- Medical College of Wisconsin, 8701 W Watertown Plank Rd, Milwaukee, WI, 53226, USA.
| | - Alexis Montoya
- , Eastern Virginia Medical School 825 Fairfax Ave, Norfolk, VA, 23507, USA
| | - Ritwik Keshav
- , Eastern Virginia Medical School 825 Fairfax Ave, Norfolk, VA, 23507, USA
| | - Tarun K Vippa
- University of Arizona College of Medicine-Phoenix, 475 N 5th St, Phoenix, AZ, 85004, USA
| | - Hayk Manuk-Hakobyan
- Cedars Sinai Medical Center, 8700 Beverly Blvd #5725, Los Angeles, CA, 90048, USA
| | - Jamal Hasoon
- McGovern Medical School, The University of Texas Health Science Center at Houston, 7000 Fannin Street, Houston, TX, 77030, USA
| | - Alan D Kaye
- Louisiana State University Health Shreveport, 1501 Kings Highway, Shreveport, LA, 71103, USA
| | - Ivan Urits
- Southcoast Health Pain Management, 100 Rosebrook Way, Wareham, 02571, USA
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Carnevale A, Mannocchi I, Schena E, Carli M, Sassi MSH, Marino M, Longo UG. Performance Evaluation of an Immersive Virtual Reality Application for Rehabilitation after Arthroscopic Rotator Cuff Repair. Bioengineering (Basel) 2023; 10:1305. [PMID: 38002429 PMCID: PMC10668954 DOI: 10.3390/bioengineering10111305] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/18/2023] [Revised: 10/11/2023] [Accepted: 10/30/2023] [Indexed: 11/26/2023] Open
Abstract
Few studies have evaluated the effectiveness of shoulder rehabilitation in virtual environments. The objective of this study was to investigate the performance of a custom virtual reality application (VR app) with a stereophotogrammetric system considered the gold standard. A custom VR app was designed considering the recommended rehabilitation exercises following arthroscopic rotator cuff repair. Following the setting of the play space, the user's arm length, and height, five healthy volunteers performed four levels of rehabilitative exercises. Results for the first and second rounds of flexion and abduction displayed low total mean absolute error values and low numbers of unmet conditions. In internal and external rotation, the number of times conditions were not met was slightly higher; this was attributed to a lack of isolated shoulder movement. Data is promising, and volunteers were able to reach goal conditions more often than not. Despite positive results, more literature comparing VR applications with gold-standard clinical parameters is necessary. Nevertheless, results contribute to a body of literature that continues to encourage the application of VR to shoulder rehabilitation programs.
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Affiliation(s)
- Arianna Carnevale
- Fondazione Policlinico Universitario Campus Bio-Medico, Via Álvaro del Portillo, 200, 00128 Roma, Italy; (A.C.); (M.M.)
| | - Ilaria Mannocchi
- Department of Industrial, Electronic and Mechanical Engineering, University of Roma Tre, Via Vito Volterra, 62, 00146 Roma, Italy; (I.M.); (M.C.); (M.S.H.S.)
| | - Emiliano Schena
- Unit of Measurement and Biomedical Instrumentation, Department of Engineering, Università Campus Bio-Medico di Roma, Via Álvaro del Portillo, 21, 00128 Roma, Italy;
| | - Marco Carli
- Department of Industrial, Electronic and Mechanical Engineering, University of Roma Tre, Via Vito Volterra, 62, 00146 Roma, Italy; (I.M.); (M.C.); (M.S.H.S.)
| | - Mohamed Saifeddine Hadj Sassi
- Department of Industrial, Electronic and Mechanical Engineering, University of Roma Tre, Via Vito Volterra, 62, 00146 Roma, Italy; (I.M.); (M.C.); (M.S.H.S.)
| | - Martina Marino
- Fondazione Policlinico Universitario Campus Bio-Medico, Via Álvaro del Portillo, 200, 00128 Roma, Italy; (A.C.); (M.M.)
| | - Umile Giuseppe Longo
- Fondazione Policlinico Universitario Campus Bio-Medico, Via Álvaro del Portillo, 200, 00128 Roma, Italy; (A.C.); (M.M.)
- Research Unit of Orthopaedic and Trauma Surgery, Department of Medicine and Surgery, Università Campus Bio-Medico di Roma, Via Álvaro del Portillo, 21, 00128 Roma, Italy
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18
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Longo UG, Carnevale A, Andreoli F, Mannocchi I, Bravi M, Sassi MSH, Santacaterina F, Carli M, Schena E, Papalia R. Immersive virtual reality for shoulder rehabilitation: evaluation of a physical therapy program executed with oculus quest 2. BMC Musculoskelet Disord 2023; 24:859. [PMID: 37919702 PMCID: PMC10621204 DOI: 10.1186/s12891-023-06861-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/29/2023] [Accepted: 09/07/2023] [Indexed: 11/04/2023] Open
Abstract
BACKGROUND Virtual Reality (VR) systems have been increasingly used across several medical fields. A crucial preliminary step for developing optimized VR-based applications for rehabilitation purposes is identifying potential interventions to meet the requirements necessary to satisfy end-users' needs. This study aims to assess the acceptability, usability, and appropriateness of a VR physical therapy program executed with Oculus Quest 2 by expert physiotherapists of shoulder musculoskeletal rehabilitation. METHODS Eleven physiotherapists were enrolled to test a VR program for shoulder musculoskeletal rehabilitation. At the end of each session, physiotherapists completed three questionnaires about the acceptability, usability, and appropriateness of the VR system and application, investigating aspects such as wearability, safety, stability, ease of control, comfort, size, utility, playability, and use mode. RESULTS The acceptability questionnaire revealed that all the physiotherapists found the VR system easy to wear and control, very confident, and safe. The usability questionnaire showed that most physiotherapists (73%) found the VR application entertaining, although only 45% said the system could be used independently by patients without the support of a therapist. Many physiotherapists found the use of the VR application appropriate for patients with rotator cuff tears treated conservatively (63.6%) or surgically (54.5%), for patients with shoulder osteoarthritis treated conservatively (72.7%), for patients with shoulder osteoarthritis after surgical treatment (63.6%). 91% of physiotherapists think it would be best for patients to use the VR system under the supervision of a therapist and not independently in a home setting. CONCLUSIONS The use of VR in orthopaedic rehabilitation is encouraging, although further efforts are needed to increase the independent use of patients without the supervision of a physiotherapist. Moreover, future studies should strive to ensure the clinical effectiveness of VR rehabilitation in reaching therapeutic goal settings.
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Affiliation(s)
- Umile Giuseppe Longo
- Fondazione Policlinico Universitario Campus Bio-Medico, Via Álvaro del Portillo, Roma, 200, 00128, Italy.
- Research Unit of Orthopaedic and Trauma Surgery, Department of Medicine and Surgery, Universit? Campus Bio-Medico di Roma, Via Álvaro del Portillo, Roma, 21, 00128, Italy.
| | - Arianna Carnevale
- Fondazione Policlinico Universitario Campus Bio-Medico, Via Álvaro del Portillo, Roma, 200, 00128, Italy
| | - Flavia Andreoli
- Fondazione Policlinico Universitario Campus Bio-Medico, Via Álvaro del Portillo, Roma, 200, 00128, Italy
| | - Ilaria Mannocchi
- Department of Industrial, Electronic and Mechanical Engineering, University of Roma Tre, Via Vito Volterra, Roma, 62, 00146, Italy
| | - Marco Bravi
- Research Unit of Physical and Rehabilitation Medicine, Fondazione Policlinico Universitario Campus Bio-Medico, Via Álvaro del Portillo, Roma, 200, 00128, Italy
- Department of Movement, Human and Health Sciences, University of Rome "Foro Italico", Roma, 00135, Italy
| | - Mohamed Saifeddine Hadj Sassi
- Department of Industrial, Electronic and Mechanical Engineering, University of Roma Tre, Via Vito Volterra, Roma, 62, 00146, Italy
| | - Fabio Santacaterina
- Research Unit of Physical and Rehabilitation Medicine, Fondazione Policlinico Universitario Campus Bio-Medico, Via Álvaro del Portillo, Roma, 200, 00128, Italy
| | - Marco Carli
- Department of Industrial, Electronic and Mechanical Engineering, University of Roma Tre, Via Vito Volterra, Roma, 62, 00146, Italy
| | - Emiliano Schena
- Laboratory of Measurement and Biomedical Instrumentation, Department of Engineering, Università Campus Bio-Medico di Roma, Via Álvaro del Portillo, Roma, 21, 00128, Italy
| | - Rocco Papalia
- Fondazione Policlinico Universitario Campus Bio-Medico, Via Álvaro del Portillo, Roma, 200, 00128, Italy
- Research Unit of Orthopaedic and Trauma Surgery, Department of Medicine and Surgery, Universit? Campus Bio-Medico di Roma, Via Álvaro del Portillo, Roma, 21, 00128, Italy
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Casile A, Fregna G, Boarini V, Paoluzzi C, Manfredini F, Lamberti N, Baroni A, Straudi S. Quantitative Comparison of Hand Kinematics Measured with a Markerless Commercial Head-Mounted Display and a Marker-Based Motion Capture System in Stroke Survivors. SENSORS (BASEL, SWITZERLAND) 2023; 23:7906. [PMID: 37765963 PMCID: PMC10535006 DOI: 10.3390/s23187906] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/20/2023] [Revised: 08/25/2023] [Accepted: 09/13/2023] [Indexed: 09/29/2023]
Abstract
Upper-limb paresis is common after stroke. An important tool to assess motor recovery is to use marker-based motion capture systems to measure the kinematic characteristics of patients' movements in ecological scenarios. These systems are, however, very expensive and not readily available for many rehabilitation units. Here, we explored whether the markerless hand motion capabilities of the cost-effective Oculus Quest head-mounted display could be used to provide clinically meaningful measures. A total of 14 stroke patients executed ecologically relevant upper-limb tasks in an immersive virtual environment. During task execution, we recorded their hand movements simultaneously by means of the Oculus Quest's and a marker-based motion capture system. Our results showed that the markerless estimates of the hand position and peak velocity provided by the Oculus Quest were in very close agreement with those provided by a marker-based commercial system with their regression line having a slope close to 1 (maximum distance: mean slope = 0.94 ± 0.1; peak velocity: mean slope = 1.06 ± 0.12). Furthermore, the Oculus Quest had virtually the same sensitivity as that of a commercial system in distinguishing healthy from pathological kinematic measures. The Oculus Quest was as accurate as a commercial marker-based system in measuring clinically meaningful upper-limb kinematic parameters in stroke patients.
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Affiliation(s)
- Antonino Casile
- Department of Biomedical and Dental Sciences and Morphofunctional Imaging, University of Messina, 98122 Messina, Italy
- Center of Translational Neurophysiology of Speech and Communication (CTNSC), Istituto Italiano di Tecnologia (IIT), 44121 Ferrara, Italy;
| | - Giulia Fregna
- Doctoral Program in Translational Neurosciences and Neurotechnologies, University of Ferrara, 44121 Ferrara, Italy;
| | - Vittorio Boarini
- Center of Translational Neurophysiology of Speech and Communication (CTNSC), Istituto Italiano di Tecnologia (IIT), 44121 Ferrara, Italy;
- Department of Mathematics and Computer Science, University of Ferrara, 44121 Ferrara, Italy
| | - Chiara Paoluzzi
- Department of Neuroscience and Rehabilitation, University of Ferrara, 44121 Ferrara, Italy; (C.P.); (N.L.); (A.B.); (S.S.)
| | - Fabio Manfredini
- Department of Neuroscience and Rehabilitation, University of Ferrara, 44121 Ferrara, Italy; (C.P.); (N.L.); (A.B.); (S.S.)
- Department of Neuroscience, Ferrara University Hospital, 44124 Ferrara, Italy
| | - Nicola Lamberti
- Department of Neuroscience and Rehabilitation, University of Ferrara, 44121 Ferrara, Italy; (C.P.); (N.L.); (A.B.); (S.S.)
| | - Andrea Baroni
- Department of Neuroscience and Rehabilitation, University of Ferrara, 44121 Ferrara, Italy; (C.P.); (N.L.); (A.B.); (S.S.)
- Department of Neuroscience, Ferrara University Hospital, 44124 Ferrara, Italy
| | - Sofia Straudi
- Department of Neuroscience and Rehabilitation, University of Ferrara, 44121 Ferrara, Italy; (C.P.); (N.L.); (A.B.); (S.S.)
- Department of Neuroscience, Ferrara University Hospital, 44124 Ferrara, Italy
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20
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Wu R, Li A, Xue C, Chai J, Qiang Y, Zhao J, Wang L. Screening for Mild Cognitive Impairment with Speech Interaction Based on Virtual Reality and Wearable Devices. Brain Sci 2023; 13:1222. [PMID: 37626578 PMCID: PMC10452416 DOI: 10.3390/brainsci13081222] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/25/2023] [Revised: 08/13/2023] [Accepted: 08/14/2023] [Indexed: 08/27/2023] Open
Abstract
Significant advances in sensor technology and virtual reality (VR) offer new possibilities for early and effective detection of mild cognitive impairment (MCI), and this wealth of data can improve the early detection and monitoring of patients. In this study, we proposed a non-invasive and effective MCI detection protocol based on electroencephalogram (EEG), speech, and digitized cognitive parameters. The EEG data, speech data, and digitized cognitive parameters of 86 participants (44 MCI patients and 42 healthy individuals) were monitored using a wearable EEG device and a VR device during the resting state and task (the VR-based language task we designed). Regarding the features selected under different modality combinations for all language tasks, we performed leave-one-out cross-validation for them using four different classifiers. We then compared the classification performance under multimodal data fusion using features from a single language task, features from all tasks, and using a weighted voting strategy, respectively. The experimental results showed that the collaborative screening of multimodal data yielded the highest classification performance compared to single-modal features. Among them, the SVM classifier using the RBF kernel obtained the best classification results with an accuracy of 87%. The overall classification performance was further improved using a weighted voting strategy with an accuracy of 89.8%, indicating that our proposed method can tap into the cognitive changes of MCI patients. The MCI detection scheme based on EEG, speech, and digital cognitive parameters proposed in this study provides a new direction and support for effective MCI detection, and suggests that VR and wearable devices will be a promising direction for easy-to-perform and effective MCI detection, offering new possibilities for the exploration of VR technology in the field of language cognition.
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Affiliation(s)
- Ruixuan Wu
- College of Computer Science and Technology (College of Data Science), Taiyuan University of Technology, Taiyuan 030024, China
| | - Aoyu Li
- College of Computer Science and Technology (College of Data Science), Taiyuan University of Technology, Taiyuan 030024, China
| | - Chen Xue
- College of Computer Science and Technology (College of Data Science), Taiyuan University of Technology, Taiyuan 030024, China
| | - Jiali Chai
- College of Computer Science and Technology (College of Data Science), Taiyuan University of Technology, Taiyuan 030024, China
| | - Yan Qiang
- College of Computer Science and Technology (College of Data Science), Taiyuan University of Technology, Taiyuan 030024, China
| | - Juanjuan Zhao
- College of Computer Science and Technology (College of Data Science), Taiyuan University of Technology, Taiyuan 030024, China
- College of Information, Jinzhong College of Information, Jinzhong 030600, China
| | - Long Wang
- College of Information, Jinzhong College of Information, Jinzhong 030600, China
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21
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Cunha B, Ferreira R, Sousa ASP. Home-Based Rehabilitation of the Shoulder Using Auxiliary Systems and Artificial Intelligence: An Overview. SENSORS (BASEL, SWITZERLAND) 2023; 23:7100. [PMID: 37631637 PMCID: PMC10459225 DOI: 10.3390/s23167100] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/17/2023] [Revised: 08/07/2023] [Accepted: 08/09/2023] [Indexed: 08/27/2023]
Abstract
Advancements in modern medicine have bolstered the usage of home-based rehabilitation services for patients, particularly those recovering from diseases or conditions that necessitate a structured rehabilitation process. Understanding the technological factors that can influence the efficacy of home-based rehabilitation is crucial for optimizing patient outcomes. As technologies continue to evolve rapidly, it is imperative to document the current state of the art and elucidate the key features of the hardware and software employed in these rehabilitation systems. This narrative review aims to provide a summary of the modern technological trends and advancements in home-based shoulder rehabilitation scenarios. It specifically focuses on wearable devices, robots, exoskeletons, machine learning, virtual and augmented reality, and serious games. Through an in-depth analysis of existing literature and research, this review presents the state of the art in home-based rehabilitation systems, highlighting their strengths and limitations. Furthermore, this review proposes hypotheses and potential directions for future upgrades and enhancements in these technologies. By exploring the integration of these technologies into home-based rehabilitation, this review aims to shed light on the current landscape and offer insights into the future possibilities for improving patient outcomes and optimizing the effectiveness of home-based rehabilitation programs.
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Affiliation(s)
- Bruno Cunha
- Center for Rehabilitation Research—Human Movement System (Re)habilitation Area, Department of Physiotherapy, School of Health-Polytechnic of Porto, Rua Dr. António Bernardino de Almeida, 400, 4200-072 Porto, Portugal;
| | - Ricardo Ferreira
- Institute for Systems and Computer Engineering, Technology and Science—Telecommunications and Multimedia Centre, FEUP, University of Porto, Rua Dr. Roberto Frias, 4200-465 Porto, Portugal;
| | - Andreia S. P. Sousa
- Center for Rehabilitation Research—Human Movement System (Re)habilitation Area, Department of Physiotherapy, School of Health-Polytechnic of Porto, Rua Dr. António Bernardino de Almeida, 400, 4200-072 Porto, Portugal;
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Wang C, Kong J, Qi H. Areas of Research Focus and Trends in the Research on the Application of VR in Rehabilitation Medicine. Healthcare (Basel) 2023; 11:2056. [PMID: 37510497 PMCID: PMC10379147 DOI: 10.3390/healthcare11142056] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/14/2023] [Revised: 07/10/2023] [Accepted: 07/11/2023] [Indexed: 07/30/2023] Open
Abstract
OBJECTIVE To establish the areas of research focus in the application of VR in rehabilitation medicine, analyze its themes and trends, and offer a reference for future related research in this field. METHODS This paper provides an in-depth analysis of the development process, areas of research focus, and research trends in the field of the application of VR in rehabilitation medicine, using the Web of Science core dataset as the source and using a bibliometric analysis with CiteSpace. RESULTS The application of VR in rehabilitation medicine was composed of three stages, and the research topics were reviewed from five perspectives: neurological rehabilitation, psychological treatment, pain distraction, cardiopulmonary rehabilitation, and visual-spatial disorder. LIMITATIONS The research data were sourced from the Web of Science core dataset only, and the data-sample size was not comprehensive. CONCLUSIONS Overcoming VR-technology-induced vertigo, mental disorders from the overuse of VR, individualized treatments, and integration with traditional therapy are all challenges in the application of VR in rehabilitation medicine that require research. In addition, developing VR products with better experiences, constructing standardized guidelines, and conducting more high-quality clinical studies are all future research topics related to the application of VR in rehabilitation medicine.
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Affiliation(s)
- Chen Wang
- Department of Health Informatics and Management, The School of Health Humanities, Peking University, Beijing 100191, China
| | - Jingqi Kong
- Department of Language and Culture in Medicine, The School of Health Humanities, Peking University, Beijing 100191, China
| | - Huiying Qi
- Department of Health Informatics and Management, The School of Health Humanities, Peking University, Beijing 100191, China
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Wang K, Tan D, Li Z, Sun Z. Supporting Tremor Rehabilitation Using Optical See-Through Augmented Reality Technology. SENSORS (BASEL, SWITZERLAND) 2023; 23:3924. [PMID: 37112264 PMCID: PMC10143754 DOI: 10.3390/s23083924] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 02/16/2023] [Revised: 03/14/2023] [Accepted: 04/04/2023] [Indexed: 06/19/2023]
Abstract
Tremor is a movement disorder that significantly impacts an individual's physical stability and quality of life, and conventional medication or surgery often falls short in providing a cure. Rehabilitation training is, therefore, used as an auxiliary method to mitigate the exacerbation of individual tremors. Video-based rehabilitation training is a form of therapy that allows patients to exercise at home, reducing pressure on rehabilitation institutions' resources. However, it has limitations in directly guiding and monitoring patients' rehabilitation, leading to an ineffective training effect. This study proposes a low-cost rehabilitation training system that utilizes optical see-through augmented reality (AR) technology to enable tremor patients to conduct rehabilitation training at home. The system provides one-on-one demonstration, posture guidance, and training progress monitoring to achieve an optimal training effect. To assess the system's effectiveness, we conducted experiments comparing the movement magnitudes of individuals with tremors in the proposed AR environment and video environment, while also comparing them with standard demonstrators. Participants wore a tremor simulation device during uncontrollable limb tremors, with tremor frequency and amplitude calibrated to typical tremor standards. The results showed that participants' limb movement magnitudes in the AR environment were significantly higher than those in the video environment, approaching the movement magnitudes of the standard demonstrators. Hence, it can be inferred that individuals receiving tremor rehabilitation in the AR environment experience better movement quality than those in the video environment. Furthermore, participant experience surveys revealed that the AR environment not only provided a sense of comfort, relaxation, and enjoyment but also effectively guided them throughout the rehabilitation process.
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Affiliation(s)
- Kai Wang
- School of Art and Design, Wuhan University of Technology, Wuhan 430070, China; (K.W.)
- Graduate School of Engineering Science, Osaka University, Toyonaka 5608531, Japan
| | - Dong Tan
- School of Art and Design, Wuhan University of Technology, Wuhan 430070, China; (K.W.)
| | - Zhe Li
- College of Education, Fujian Normal University, Fuzhou 350117, China
- Graduate School of Human Sciences, Osaka University, Suita 5650871, Japan
| | - Zhi Sun
- School of Art and Design, Wuhan University of Technology, Wuhan 430070, China; (K.W.)
- Graduate School of Human Sciences, Osaka University, Suita 5650871, Japan
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24
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Klowait N. On the Multimodal Resolution of a Search Sequence in Virtual Reality. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES 2023. [DOI: 10.1155/2023/8417012] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/30/2023]
Abstract
In virtual reality (VR), participants may not always have hands, bodies, eyes, or even voices—using VR helmets and two controllers, participants control an avatar through virtual worlds that do not necessarily obey familiar laws of physics; moreover, the avatar’s bodily characteristics may not neatly match our bodies in the physical world. Despite these limitations and specificities, humans get things done through collaboration and the creative use of the environment. While multiuser interactive VR is attracting greater numbers of participants, there are currently few attempts to analyze the in situ interaction systematically. This paper proposes a video-analytic detail-oriented methodological framework for studying virtual reality interaction. Using multimodal conversation analysis, the paper investigates a nonverbal, embodied, two-person interaction: two players in a survival game strive to gesturally resolve a misunderstanding regarding an in-game mechanic—however, both of their microphones are turned off for the duration of play. The players’ inability to resort to complex language to resolve this issue results in a dense sequence of back-and-forth activity involving gestures, object manipulation, gaze, and body work. Most crucially, timing and modified repetitions of previously produced actions turn out to be the key to overcome both technical and communicative challenges. The paper analyzes these action sequences, demonstrates how they generate intended outcomes, and proposes a vocabulary to speak about these types of interaction more generally. The findings demonstrate the viability of multimodal analysis of VR interaction, shed light on unique challenges of analyzing interaction in virtual reality, and generate broader methodological insights about the study of nonverbal action.
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25
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Trinidad-Fernández M, Bossavit B, Salgado-Fernández J, Abbate-Chica S, Fernández-Leiva AJ, Cuesta-Vargas AI. Head-Mounted Display for Clinical Evaluation of Neck Movement Validation with Meta Quest 2. SENSORS (BASEL, SWITZERLAND) 2023; 23:3077. [PMID: 36991788 PMCID: PMC10056752 DOI: 10.3390/s23063077] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 02/02/2023] [Revised: 03/08/2023] [Accepted: 03/09/2023] [Indexed: 06/19/2023]
Abstract
Neck disorders have a significant impact on people because of their high incidence. The head-mounted display (HMD) systems, such as Meta Quest 2, grant access to immersive virtual reality (iRV) experiences. This study aims to validate the Meta Quest 2 HMD system as an alternative for screening neck movement in healthy people. The device provides data about the position and orientation of the head and, thus, the neck mobility around the three anatomical axes. The authors develop a VR application that solicits participants to perform six neck movements (rotation, flexion, and lateralization on both sides), which allows the collection of corresponding angles. An InertiaCube3 inertial measurement unit (IMU) is also attached to the HMD to compare the criterion to a standard. The mean absolute error (MAE), the percentage of error (%MAE), and the criterion validity and agreement are calculated. The study shows that the average absolute errors do not exceed 1° (average = 0.48 ± 0.09°). The rotational movement's average %MAE is 1.61 ± 0.82%. The head orientations obtain a correlation between 0.70 and 0.96. The Bland-Altman study reveals good agreement between the HMD and IMU systems. Overall, the study shows that the angles provided by the Meta Quest 2 HMD system are valid to calculate the rotational angles of the neck in each of the three axes. The obtained results demonstrate an acceptable error percentage and a very minimal absolute error when measuring the degrees of neck rotation; therefore, the sensor can be used for screening neck disorders in healthy people.
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Affiliation(s)
- Manuel Trinidad-Fernández
- Grupo de Investigación Clinimetría, Departamento de Fisioterapia, Universidad de Málaga, 29071 Málaga, Spain
- Instituto de Investigación Biomédica de Málaga y Plataforma en Nanomedicina (IBIMA), Plataforma Bionand, 29590 Málaga, Spain
| | - Benoît Bossavit
- ITIS Software, Departamento de Lenguajes y Ciencias de la Computación, Universidad de Málaga, Andalucía Tech, 29071 Málaga, Spain
| | - Javier Salgado-Fernández
- Departamento de Expresión Gráfica, Diseño y Proyectos, Escuela de Ingenierías Industriales, Universidad de Málaga, 29071 Málaga, Spain
| | - Susana Abbate-Chica
- Grupo de Investigación Clinimetría, Departamento de Fisioterapia, Universidad de Málaga, 29071 Málaga, Spain
- Instituto de Investigación Biomédica de Málaga y Plataforma en Nanomedicina (IBIMA), Plataforma Bionand, 29590 Málaga, Spain
| | - Antonio J. Fernández-Leiva
- ITIS Software, Departamento de Lenguajes y Ciencias de la Computación, Universidad de Málaga, Andalucía Tech, 29071 Málaga, Spain
| | - Antonio I. Cuesta-Vargas
- Grupo de Investigación Clinimetría, Departamento de Fisioterapia, Universidad de Málaga, 29071 Málaga, Spain
- Instituto de Investigación Biomédica de Málaga y Plataforma en Nanomedicina (IBIMA), Plataforma Bionand, 29590 Málaga, Spain
- School of Clinical Sciences, Faculty of Health, Queensland University of Technology, Brisbane, QLD 4000, Australia
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A Low-Cost System Using a Big-Data Deep-Learning Framework for Assessing Physical Telerehabilitation: A Proof-of-Concept. Healthcare (Basel) 2023; 11:healthcare11040507. [PMID: 36833041 PMCID: PMC9957301 DOI: 10.3390/healthcare11040507] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/19/2022] [Revised: 01/20/2023] [Accepted: 02/07/2023] [Indexed: 02/11/2023] Open
Abstract
The consolidation of telerehabilitation for the treatment of many diseases over the last decades is a consequence of its cost-effective results and its ability to offer access to rehabilitation in remote areas. Telerehabilitation operates over a distance, so vulnerable patients are never exposed to unnecessary risks. Despite its low cost, the need for a professional to assess therapeutic exercises and proper corporal movements online should also be mentioned. The focus of this paper is on a telerehabilitation system for patients suffering from Parkinson's disease in remote villages and other less accessible locations. A full-stack is presented using big data frameworks that facilitate communication between the patient and the occupational therapist, the recording of each session, and real-time skeleton identification using artificial intelligence techniques. Big data technologies are used to process the numerous videos that are generated during the course of treating simultaneous patients. Moreover, the skeleton of each patient can be estimated using deep neural networks for automated evaluation of corporal exercises, which is of immense help to the therapists in charge of the treatment programs.
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Franček P, Jambrošić K, Horvat M, Planinec V. The Performance of Inertial Measurement Unit Sensors on Various Hardware Platforms for Binaural Head-Tracking Applications. SENSORS (BASEL, SWITZERLAND) 2023; 23:872. [PMID: 36679668 PMCID: PMC9862010 DOI: 10.3390/s23020872] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/30/2022] [Revised: 12/20/2022] [Accepted: 01/10/2023] [Indexed: 06/17/2023]
Abstract
Binaural synthesis with head tracking is often used in spatial audio systems. The devices used for head tracking must provide data on the orientation of the listener's head. These data need to be highly accurate, and they need to be provided as fast and as frequently as possible. Therefore, head-tracking devices need to be equipped with high-quality inertial measurement unit (IMU) sensors. Since IMUs readily include triaxial accelerometers, gyroscopes, and magnetometers, it is crucial that all of these sensors perform well, as the head orientation is calculated from all sensor outputs. This paper discusses the challenges encountered in the process of the performance assessment of IMUs through appropriate measurements. Three distinct hardware platforms were investigated: five IMU sensors either connected to Arduino-based embedded systems or being an integral part of one, five smartphones across a broad range of overall quality with integrated IMUs, and a commercial virtual reality unit that utilizes a headset with integrated IMUs. An innovative measurement method is presented and proposed for comparing the performance of sensors on all three platforms. The results of the measurements performed using the proposed method show that all three investigated platforms are adequate for the acquisition of the data required for calculating the orientation of a device as the input to the binaural synthesis process. Some limitations that have been observed during the measurements, regarding data acquisition and transfer, are discussed.
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28
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Gulli A, Fontana F, Orzan E, Aruffo A, Muzzi E. Spontaneous head movements support accurate horizontal auditory localization in a virtual visual environment. PLoS One 2022; 17:e0278705. [PMID: 36473012 PMCID: PMC9725155 DOI: 10.1371/journal.pone.0278705] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/11/2022] [Accepted: 11/21/2022] [Indexed: 12/12/2022] Open
Abstract
This study investigates the relationship between auditory localization accuracy in the horizontal plane and the spontaneous translation and rotation of the head in response to an acoustic stimulus from an invisible sound source. Although a number of studies have suggested that localization ability improves with head movements, most of them measured the perceived source elevation and front-back disambiguation. We investigated the contribution of head movements to auditory localization in the anterior horizontal field in normal hearing subjects. A virtual reality scenario was used to conceal visual cues during the test through a head mounted display. In this condition, we found that an active search of the sound origin using head movements is not strictly necessary, yet sufficient for achieving greater sound source localization accuracy. This result may have important implications in the clinical assessment and training of adults and children affected by hearing and motor impairments.
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Affiliation(s)
- Andrea Gulli
- HCI Lab, Department of Mathematics, Computer Science and Physics, University of Udine, Udine, Italy
- * E-mail:
| | - Federico Fontana
- HCI Lab, Department of Mathematics, Computer Science and Physics, University of Udine, Udine, Italy
| | - Eva Orzan
- Otorhinolaryngology and Audiology, Institute for Maternal and Child Health IRCCS “Burlo Garofolo”, Trieste, Italy
| | - Alessandro Aruffo
- Otorhinolaryngology and Audiology, Institute for Maternal and Child Health IRCCS “Burlo Garofolo”, Trieste, Italy
| | - Enrico Muzzi
- Otorhinolaryngology and Audiology, Institute for Maternal and Child Health IRCCS “Burlo Garofolo”, Trieste, Italy
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29
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Karim Ishigaki SA, Ismail AW, Kamruldzaman MQ. MR-MEET: Mixed Reality Collaborative Interface for HMD and Handheld Users. 2022 IEEE GLOBAL CONFERENCE ON COMPUTING, POWER AND COMMUNICATION TECHNOLOGIES (GLOBCONPT) 2022. [DOI: 10.1109/globconpt57482.2022.9938307] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 09/01/2023]
Affiliation(s)
- Shafina Abd Karim Ishigaki
- Mixed and Virtual Reality Research Lab, ViCubeLab School of Computing Universiti Teknologi Malaysia,Johor,Malaysia
| | - Ajune Wanis Ismail
- Mixed and Virtual Reality Research Lab, ViCubeLab School of Computing Universiti Teknologi Malaysia,Johor,Malaysia
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