ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience

被引:22
|
作者
Esfahlani, Shabnam Sadeghi [1 ]
Thompson, Tommy [1 ]
Parsa, Ali Davod [2 ]
Brown, Ian [1 ]
Cirstea, Silvia [1 ]
机构
[1] Anglia Ruskin Univ, Dept Comp & Technol, Cambridge CB5 8DZ, England
[2] Anglia Ruskin Univ, Dept Med Sci, Cambridge CB5 8DZ, England
关键词
Computer science; Rehabilitation;
D O I
10.1016/j.heliyon.2018.e00526
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
This paper proposes the use of a non-immersive virtual reality rehabilitation system "ReHabgame" developed using Microsoft Kinect (TM) and the Thalmic (TM) Labs Myo gesture control armband. The ReHabgame was developed based on two third-person video games that provide a feasible possibility of assessing postural control and functional reach tests. It accurately quantifies specific postural control mechanisms including timed standing balance, functional reach tests using real-time anatomical landmark orientation, joint velocity, and acceleration while end trajectories were calculated using an inverse kinematics algorithm. The game was designed to help patients with neurological impairment to be subjected to physiotherapy activity and practice postures of daily activities. The subjective experience of the ReHabgame was studied through the development of an Engagement Questionnaire (EQ) for qualitative, quantitative and Rasch model. The Monte-Carlo Tree Search (MCTS) and Random object (ROG) generator algorithms were used to adapt the physical and gameplay intensity in the ReHabgame based on the Motor Assessment Scale (MAS) and Hierarchical Scoring System (HSS). Rasch analysis was conducted to assess the psychometric characteristics of the ReHabgame and to identify if these are any misfitting items in the game. Rasch rating scale model (RSM) was used to assess the engagement of players in the ReHabgame and evaluate the effectiveness and attractiveness of the game. The results showed that the scales assessing the rehabilitation process met Rasch expectations of reliability, and unidimensionality. Infit and outfit mean squares values are in the range of (0.68-1.52) for all considered 16 items. The Root Mean Square Residual (RMSR) and the person separation reliability were acceptable. The item/person map showed that the persons and items were clustered symmetrically.
引用
收藏
页数:29
相关论文
共 50 条
  • [31] Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft
    Porter, John, III
    Boyer, Matthew
    Robb, Andrew
    PROCEEDINGS OF THE 2018 ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY (CHI PLAY 2018), 2018, : 405 - 416
  • [32] Cognitive stimulation using non-immersive virtual reality tasks in children with learning disabilities
    Santos, Lucileide
    Oliveira, Jorge
    Gamito, Pedro
    ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE, 2021, 19 : 67 - 71
  • [33] An intradialytic non-immersive virtual reality exercise programme: a crossover randomized controlled trial
    Martinez-Olmos, Francisco J.
    Gomez-Conesa, Antonia A.
    Garcia-Testal, Alicia
    Ortega-Perez-de-Villar, Lucia
    Valtuena-Gimeno, Noemi
    Gil-Gomez, Jose A.
    Garcia-Maset, Rafael
    Segura-Orti, Eva
    NEPHROLOGY DIALYSIS TRANSPLANTATION, 2022, 37 (07) : 1366 - 1374
  • [34] Analysis of Binocular Imbalance Under Non-Immersive Virtual Reality Platform in Normal Population
    Xu, Li
    Huang, Manqing
    Chu, Hang
    Pang, Shasha
    Wiederhold, Mark D.
    Wiederhold, Brenda K.
    Yan, Li
    Zeng, Jin
    ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE, 2018, 16 : 186 - 189
  • [35] Learning Relative Motion Concepts in Immersive and Non-immersive Virtual Environments
    Kozhevnikov, Michael
    Gurlitt, Johannes
    Kozhevnikov, Maria
    JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY, 2013, 22 (06) : 952 - 962
  • [36] Motivational Impact of Virtual Reality on Game-Based Learning: Comparative Study of Immersive and Non-Immersive Approaches
    Silva, Tassio
    Marinho, Edwin
    Cabral, Giordano
    Gama, Kiev
    2017 19TH SYMPOSIUM ON VIRTUAL AND AUGMENTED REALITY (SVR), 2017, : 155 - 158
  • [37] Immersive virtual reality in vestibular rehabilitation
    Alpini, D
    Pugnetti, L
    Mendozzi, L
    Barbieri, E
    Monti, B
    Cesarani, A
    EQUILIBRIUM RESEARCH, CLINICAL EQUILIBRIOMETRY AND MODERN TREATMENT, 2000, 1201 : 565 - 574
  • [38] Learning Relative Motion Concepts in Immersive and Non-immersive Virtual Environments
    Michael Kozhevnikov
    Johannes Gurlitt
    Maria Kozhevnikov
    Journal of Science Education and Technology, 2013, 22 : 952 - 962
  • [39] Prototyping and Validating a Non-immersive Virtual Reality Serious Game for Healthcare Fire Safety Training
    Rahouti, Anass
    Lovreglio, Ruggiero
    Datoussaid, Selim
    Descamps, Thierry
    FIRE TECHNOLOGY, 2021, 57 (06) : 3041 - 3078
  • [40] Non-Immersive, Virtual Reality Mirror Visual Feedback for Treatment of Persistent Idiopathic Facial Pain
    Won, Andrea Stevenson
    Collins, Timothy A.
    PAIN MEDICINE, 2012, 13 (09) : 1257 - 1258