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Exploring coordination patterns in vr-based rehabilitation for stroke using the kinect sensor

Research output: Chapter in Book/Report/Conference proceedingConference PaperResearch

Abstract

According to the World Health Organization (WHO), acute cerebrovascular diseases represent the third cause of death in the Western world. Access to rehabilitation therapies is very limited and often not very personalized due to its high cost. In recent decades, the use of information and communication technologies (ICT) has become popular as a solution to extend the use of complementary therapies in people with stroke. Particularly, the use of systems that use exercise videogames (Exergames) with motion capture sensors (e.g., Kinect) and virtual reality (VR) headsets has proven to be a feasible and efficient option to promote greater interactivity with the participants and progress quantification. Although the cost of this type of motion capture sensors is low, the type of analysis carried out is often limited to isolated joints and determined by time-series analysis. This paper explores the use of non-linear analysis techniques to investigate the patterns of motor coordination recorded during the interaction with Exergames. A methodology to create phase plane and relative phase diagrams from data captured with the Kinect sensor using both off-the-shelf and VR Exergames is presented. We expose two different rehabilitation scenarios where the coordination analysis could be potentially useful, detailing the multi-joint analysis carried out as well as showing the diagrams and their interpretation. We conclude by reinforcing the need for a more comprehensive and extended analysis of human-body coordination as an important mechanism to validate the use of interactive and virtual technologies in rehabilitation.

Original languageEnglish
Title of host publicationHCI in Games, Serious and Immersive Games - Third International Conference, HCI-Games 2021 Held as Part of the 23rd HCI International Conference, HCII 2021 Virtual Event, July 24–29, 2021 Proceedings, Part II
EditorsXiaowen Fang
Place of PublicationCham Switzerland
PublisherSpringer
Pages372-387
Number of pages16
ISBN (Electronic)9783030774141
ISBN (Print)9783030774134
DOIs
Publication statusPublished - 2021
Externally publishedYes
EventInternational Conference on HCI in Games 2021 - Online, United States of America
Duration: 24 Jul 202129 Jul 2021
Conference number: 3rd
https://link.springer.com/book/10.1007/978-3-030-77414-1 (Proceedings)
https://2021.hci.international/hci-games (Website)

Publication series

NameLecture Notes in Computer Science
PublisherSpringer
Volume12790
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

ConferenceInternational Conference on HCI in Games 2021
Abbreviated titleHCI-Games 2021
Country/TerritoryUnited States of America
Period24/07/2129/07/21
Otherheld as part of the 23rd International Conference, HCI International 2021
Internet address

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being

Keywords

  • Coordination
  • Dynamic system theory
  • Exergames
  • Phase plane diagram
  • Relative phase
  • Virtual reality

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