Beruflich Dokumente
Kultur Dokumente
Master Thesis
Microsoft Kinect
A Microsoft Kinect based virtual rehabilitation system
:
Graduate Student: Erdenetsogt Davaasambuu
2013
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Acknowledgements
Many thanks to my advisor, Prof. Yung-Fu Chen, for providing me the
opportunity and financial support to study in CTUST. I also would like to express
my appreciation to Dr. Chung-Liang Lai, Chief of Department of Physical
Medicine and Rehabilitation, Taichung Hospital, for helping and giving me
professional advices on this study. During my stay in Taiwan, I have made a lot
of Taiwanese friends, who are always with me when I was in difficult situations.
Without the assistance and participation of the staffs and patients of National
Taichung Hospital, my thesis cannot be finished in time. I deeply appreciate Dr.
Chin-Tun Hung, Chairman of the Department, and Dr. Chin-Chih Ho, and other
faculty members and staffs of the Department of Healthcare Administration.
ABSTRACT
Virtual reality technology is currently widely applied in physical
rehabilitation therapy. The ability to track joint positions for Microsoft Kinect
might be useful for rehabilitation, both in clinical setting and at home. Currently,
most systems developed for virtual rehabilitation and motor training require quite
complex and expensive hardware and can be used only in clinical settings. Now,
a low-cost rehabilitation game training system has been developed for patients
with movement disorders; it is suitable for home use under the distant supervision
of a therapist. This research explores the potential and the limitations of the
Kinect in the application of e-rehabilitation. Commercial Kinect games present
disadvantages that are mainly bounded to the fact that they are not developed
for rehabilitation purposes. We evaluated the tools that could be used to help
promote physical rehabilitation at home by reducing the frequency of hospital
visits, resulting in the reduction of healthcare cost. A prototypic system has been
developed for the evaluation of 5 different games, which are useful for erehabilitation. As we see from the result, it indicated a slightly positive outcome
for the patients after got involved the treatment. Also the questionnaire outcome
reveals that the designed exercises were perceived as effective and easy in
operation (p<0.05).
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TABLE OF CONTENTS
ACKNOWLEDGEMENTS...................
ABSTRACT............................................................
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TABLE OF CONTENTS...........................................................
vii
LIST OF TABLES.....................................................................
ix
LIST OF FIGURES...................................................................
1.1
Virtual Reality...........................................................
1.2
Virtual rehabilitation.................................................
1.3
1.4
Related works.....................................................
10
2.1
Microsoft Kinect........................................................
10
2.2
Design guidelines...........................................
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2.3
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2.4
Kinect API..........................................
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2.5
Skeleton stream..........................
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2.6
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Software development......................
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2.7
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26
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28
Ping Pong.....
28
Balance shift....
29
Window cleaner....
31
Step on It..................
32
Coin Collection....................
33
3.3
Experiment............................................
33
3.4
36
3.5
Rehabilitation Assessment.....................................
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39
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REFERENCES...........................................................................
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APPENDICES............................................................................
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LIST OF TABLES
Table 2-1
Table 2-2
Table 3-1
Table 4-1
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Table 4-2
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LIST OF FIGURES
Figure 1-1
Figure 2-1
Kinect components..........................
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Figure 2-2
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Figure 2-3
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Figure 2-4
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Figure 2-5
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Figure 2-6
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Figure 2-7
Scale function.................
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Figure 2-8
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Figure 2-9
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Figure 2-10
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Figure 2-11
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Figure 3-1
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Figure 3-2
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Figure 3-3
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Figure 3-4
Ping Pong.....................................
29
Figure 3-5
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Figure 3-6
Window Cleaner..................................
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Figure 3-7
Step on it game....
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Figure 3-8
Coin collection.................................
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Figure 3-9
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Figure 3-10
Balance shift.............
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Figure 3-11
Experimental procedure...............
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Figure 3-12
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Figure 3-13
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CHAPTER ONE
INTRODUCTION
VR offers a possible solution, which allows the user to directly interact with
a computer-simulated environment. It can lead to new and exciting discoveries in
these areas which impact upon our day to day lives.
Modern input devices have been massively influenced by VR and may
become the corner stone of further virtual reality developments (Virtual reality
blog, 2009). Nintendo Wii and Microsoft Xbox Kinect are good examples. The
former uses a controller, which can be latched to the hand, to make movement
becomes a form of input, while the later uses a camera to track a player's
movements, which are then reflected in-game.
Our society is aging rapidly. Currently, a little under 8% of the worlds
population is 65 or older and this percentage is expected to reach 16% by 2050.
The growth in the elderly population is more accentuated in developed countries
where life expectancy continues to rise (World Population Ageing, 2009). As a
result, the number of patients with motor function disorders can drastically
increase while the ability to care for them will be limited by public expenditure
and human resources. Thus, there is high demand for computer-aided tools which
support in-home rehabilitation (Gonzalez, Hayashibe & Fraisse, 2012).
In this chapter, the background information about virtual reality, virtual
rehabilitation, and related works are described.
embed touch or force feedback by integrating wearable devices such as data glove
and helmet, further enhancing the realistic experiences.
A virtual environment should provide the appropriate real-time responses
when the users explore their surroundings. If a delay incurred between the users
actions and system responses, their feeling immersed in the VR environment may
be disrupted. The users become aware that they are not in a realistic but artificial
environment, which results in an adjustment of their behaviors accordingly by
responding with a stilted, mechanical form of interaction (Virtual reality blog,
2009).
The use of interfaces that require physical activity for an optimal user
experience becomes an increasing trend in gaming. Rehabilitation forms an
essential component of the therapeutic continuum in patients with multiple
injuries or motor disability. Effective rehabilitation programs help patients
optimize their level of physical, psychological, and social functions, as well as
reduce the length of patient stay, re-admission rates and use of primary care
resources.
are often expensive systems which are limited to use in research laboratories
(Deutsch, Borbely, Filler, Huhn, and Guarrera-Bowlby, 2008). Figure 1-1 shows
list of benefits and challenges of virtual rehabilitation (Morganti, 2006)
Kenyon, and Kamper, 2005). Techniques that apply markers are commonly used
due its low cost and easiness of use. These markers are used as references to
extract information about the scene orientation and the positioning of the objects
in order to provide guidance to the treatment (Sparks et al, 2009). Another option
is the use of accelerometers and gyroscopes provided by the Nintendo Wii remote.
Despite being simple to implement, these approaches have the disadvantage that
the patient needs to hold or attach objects to his/her body, which is not always
applicable (Da Gama, Chaves, Figueiredo and Techrireb, 2012). Nevertheless,
none body reference for interaction is used on them, turning difficult to analyze
movement carefully, which is a powerful tool not only for the current patient
evaluation but also for the storage and future analysis of his progress on the
rehabilitation treatment (Timmermans, Saini, Willmann, Lanfermann, teVrugt.J,
and Winter, 2007). Nintendo Wii introduced a new style of VR in 2005 using a
wireless controller that interacts with the player through a motion detection
system and its avatar representation in the video. The controllers use embedded
acceleration sensors that can respond to changes in direction, speed and
acceleration to enable participants to interact with the games. A sensor, mounted
on top of a TV, captures and reproduces on the screen the movement from the
controller as performed by the participants. The feedback provided by the TV
screen generates a positive reinforcement, thus facilitating training and task
improvement
CHAPTER TWO
MICROSOFT KINECT DEVELOPING
ENVIRONMENT
2.1 Microsoft Kinect
Kinect is a motion sensing input device by Microsoft for the Xbox 360
video game console and Windows PCs. Based on a webcam-style add-on
peripheral for the Xbox 360 console, it enables users to control and interact with
the Xbox 360 without the need to touch a game controller, through a natural user
interface using gestures and spoken commands. It does not require users to hold
or wear any specialized equipment for tracking. The reasonably high accuracy (xy
resolution = 3mm, z resolution = 1 cm ) and low price makes it a good tracking
alternative for a home based rehabilitation system. (Schnauer and Mossel, 2011)
compared the performance of this device with a Motion Capture system and found
Kinect cannot measure many parameters and has lower accuracy. However, their
study demonstrated a custom game that was nevertheless controlled well with
Kinect.
Kinect competes with the Wii Remote Plus and PlayStation Move with
PlayStation Eye motion controllers for the Wii and PlayStation 3 home consoles,
respectively. Normal cameras collect the light that bounces off of the objects in
front of them. They turn this light into an image that resembles what we see with
our own eyes (Webb and Ashley, 2012). On the other hand, Kinect is a depth
camera, which records the distance of the objects that are placed in front of it. It
uses infrared light to create an image (a depth image) that captures not what the
objects look like, but where they are in space.
The reference device created by PrimeSense includes an RGB camera, an
infrared sensor, and an infrared light source. Microsoft licensed PrimeSenses
reference design and PS1080 chip design, which processes depth data at 30 frames
per second. The chip also automatically alignes the information for the RGB
camera and the infrared camera, providing RGBD data to higher systems.
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11
12
OpenNI SDK
Yes
Yes
Yes*
No
Yes*
No
Yes*
No
20*
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Only Works in
MacOSX,
Audio processing,
speech recognition
capability
Number of joints
available
Platform
Resource, sample
and support
Windows
Excellent*
Ubuntu, Windows*
Adequate
The advantages of the Microsoft SDK are its abilities to track joints without
needing calibration, to track 20 joints at the same time, and for easy installation.
On the other hand, OpenNI skeleton tracking requires the user to hold a psi pose
for calibration, which might be difficult for many patients. Figure 2-2 shows the
joints which can be detected by Microsoft SDK (Fig. 2-2a) and OpenNI SDK (Fig
2-2b) . As compared in Table 3-2, Windows SDK seems to be a better choice by
considering its ability to track seated skeletons using only the top 10 joints.
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(a)
(b)
The Kinect SDK libraries can be classified into the two following
categories:
The first category deals with the sensors by capturing the color stream,
infrared data stream, and depth stream, tracking human skeletons, and taking
control of sensor initialization. Audio APIs control the Kinect microphone array
and help capture the audio stream from the sensors, control the sound source, and
enable speech recognition. Figure 2-3 showed architecture of Kinect API.
1. Depth data is processed in the rendering pipeline process and matches with
decision forests labeled data and generates the inferred body segments.
2. Once all parts are identified based on the labeled data, the sensor identifies
the body joints.
3. The sensor then calculates the 3D view from the top, front, and the left of
the proposed joints.
4. Then the sensor starts tracking the human skeleton and body movement
based on the proposed joint points and the 3D view..
The Kinect for Windows SDK provides a set of APIs allowing us easy
access to the skeleton joints. Figure 2-4 shows the process flow in creating joint
points from raw depth data:
(1)
(2)
The Law of Cosines, as shown in Figure 2-6, calculates the angle of type
of triangle. This is useful when determining the angle between two joints. Appling
the formula for this purpose requires a third point, which can be another joint
position, but generally should be a point along the X-axis from the base point. The
largest angle calculable by the Law of Cosines is 180. When calculating the angles
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between joints, this means additional calculating to determine angles from 180 to
360, but this is trivial.
To depend on your needs change to 640 & 480 with a different scale.
If you include the Coding4Fun Kinect Toolkit, instead of re-writing code, you
could just call it like so:
scaledJoint = rawJoint.ScaleTo(640, 480);.
A lot of coding and customized function implemented in this system so let
explain about healthcare side.
Smoothing skeleton data
Kinect sensor does not have sufficient resolution to ensure consistent
accuracy of the skeleton tracking data over time. This problem manifests itself as
the data seeming to vibrate around their positions. The Kinect for Windows SDK
uses the Holt double exponential smoothing procedure to reduce the jitters from
skeletal joint data. The smoothing parameters solve the jittering problem by
filtering the skeleton data and applying a smoothing algorithm to it .In my case
developing in menu section, hand tracking have to be very smooth and jitterless.
Code shown in below.
SkeletonStream.Enable(new TransformSmoothParameters()
{
Correction = 0.5f,
JitterRadius = 0.05f,
MaxDeviationRadius = 0.04f,
Smoothing = 0.8f
};
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Description
Default
Value
Smoothing
Specifies the
amount of
smoothing.
0.5
Correction
Specifies the
amount of
correction.
0.5
Comments
Determines the amount of smoothing
applied while processing. If increase
this value you will get smoother
skeleton data, however, it increases
the latency. With the smoothing
value as zero, you will get the raw
skeleton data
Specifies the amount of correction
needed for the raw data. With lower
values more correction is applied,
the raw data is corrected, and the
data looks smoother.
The default value of 0.05 represents
5cm. Any jitter beyond the radius is
clamped to the radius.
This is the max limit of the deviation
that is allowed to be considered for
determining a jitter.
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CHAPTER THREE
METHODOLOGY
3.1 Interface Design
The main purpose of this software was to demonstrate that games
developed with the Microsoft Kinect is useful for rehabilitation. This work
presents a virtual rehabilitation system consisting of 5 games proposed and
developed by an interdisciplinary group including experts majoring in computer
science, computer engineering, biomedical engineering, physical therapy, and
rehabilitation.
As shown in Figure 3-1, the personalized gesture-based carousel spinning
menu provides the patients with easier interface to adjust the main program
according to individual needs. A patient can swipe the next item from right to left
or swipe back the item from the left to right side using ones right hand. The Users
can raise up the right hands above their heads in order to enter and load a new
screen to initiate an exercise.
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One-handed gestures, such as swipe gestures, are also easier for users to
learn, remember, and operate than two-handed gestures. For the SwipeToRight
gesture, we will use the following requirements:
Each new position should be placed at the right of the previous one
Each position must not exceed the height the first one by more than a
given distance (20 cm)
The time between the first and last positions must be between 250 and
1500 ms
for users to cancel before a press has been made, or retarget if a press is about to
happen over the wrong control. The cursor also has a visual state, Fig. 3-3 (d) that
indicates when the user has completed a press.
When Kinect detects that the users hand is in a closed fist state, as shown
in Fig. 3-3 (e), the cursor changes to a gripped visual and shows a color consistent
with the fully pressed state. This confirms to the user that the grip is detected, as
well as being a strong visual cue for how to make a recognizable gripped hand.
Figure 3-3 (f) compares the right hand icon with the left hand cursor.
(a)
(b)
(c)
(d)
(e)
(f)
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ball will increase if the exercise has been carried out well. Figure 3-4 shows the
graphic user interface of the Ping Pong game.
successful shift and the counter increases by 1. Because some severe patients
cannot make balance shifts with great angles, the software provides the function
for the therapist to adjust the left and right threshold angles to the neutral position
(90o) for determining whether a balance shift is counted as successful according
to the patients status. The adjustable angle ranges from -10o (right shift) to +10o
(left shift), resulting the shifting angle spanning from 80o (right shift) to 100o (left
shift). For example, some serious disabled patients can start with a small shifting
angle and increase to a larger angle when ones health status is getting better.
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Window Cleaner
This game targeted to upper limb exercise using both shoulder extension,
shoulder abduction and elbow flexion. The objective of this game is supposed to
clean a series of mirrors as quickly as possible, by wiping off the virtual dirt . The
background image of the game can be changed and both hands can be switched at
any time. In addition, the game provide the function to select different levels of
difficulty to help motivate the players in playing the game. Figure 3-6
demonstrates the graphic user interface of the game.
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Step on It
Provides training on lower limb and trunk balance of the player. The Game
scenario is coming from dance pad, also known as dance mat, dance platform, or
flitter deck, which is is a flat electronic game controller used for input in dance
games. As you can see from the Figure 3-7, the player should stand on the center
of 33 virtual matrix square panels on one foot and move another according to
the guide of the game. When one panel randomly changes the color, the player
has to step one foot on the colored panel while keeping the other foot on the central
panel of the matrix.
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Coin Collection
Knowing that game will be based on an augmented reality scenario, this
exercise displays the tracked body and coins falling from the sky. Using the
players head, left hand, right hand, left foot, and right foot joints, one can catch
coins and thus get scores. As illustrated in Figure 3-8, the score, game time, and
moving angle of the player will be displayed to help the user understand and feel
comfortable with the game.
3.3 Experiment
In this pilot study, in order to test the usefulness and effectiveness of the
Kinect Virtual Rehabilitation System, the Balance Shift game was used to train
patients with stoke to recover their balance ability. Stroke is one of the most
common causes of death in the developed countries. Stroke patients often suffer
from hemiparesis, affecting their balance ability and consequently their selfdependency and quality of life. Balance rehabilitation can be a long and tedious
process. Virtual rehabilitation systems have been reported to provide therapeutic
benefits to the balance recovery of stroke patients while increasing their
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(a)
(b)
because they hadnt finished all of the treatment sessions. Table 3-1 shows the
demographic information of the participants.
Table 3-1 Demographic information of the recruited patients.
Male
Female
Total
52.5 4.7
55.7 4.3
54.1 (4.5)
Sex (number)
Age (years)
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Initial assessment:
BBS, Biodex, Kinect
rehab and Get up and Go
tests
Recording duration of
Recording special
events and
collecting patient
opinions
Final assessment:
1. BBS, Biodex, Kinect
rehab and Get up and Go
tests
2. Questionnaire survey
Data
Analysis
Figure 3-11 Experimental procedure
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participants
underwent
balance
ability
examination
before
participating in the study. First, participants balance ability was measured using
a Biodex balance machine. This system uses a multiaxial testing platform which
can be set at variable degrees of instability. None of the subjects had experienced
vestibular system dysfunction, cerebral concussions, or central or peripheral
neurological dysfunctions. Biodex Balance System is a widely used device that
quantifies dynamic balance performance. It evaluates the ability to maintain
equilibrium while standing on a movable support surface with varying degrees of
instability (Biodex Balance System. 2012). Like other clinical instruments, the
first prerequisite to use of BBS is to determine the degree to which its scores are
reproducible with repeated measurements in conditions where the response
variable (e.g., balance performance) is stable.
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Go test indicates that they are at the risk of falling (Podsiadlo and Richardson,
1991).
Kinect Virtual Rehabilitation System
In the second series, the participants were asked to stand in shoulder-width
stance on a fall-protection platform by keeping their eyes open to conduct balance
shifts for two minutes to determine their balance ability. The patient was asked to
do exercise with the developed game for 2 minutes with the number of movements
to the right and left sides being recorded. Balance shifting gesture was adopted
from ancient Chinese Taichi movements, which emphasize on weight-shifting,
postural alignment, and coordinated movement skills. Figure 3-13 shows an
example of a patient doing exercise in the rehabilitation center of a hospital. The
experimental setup is equipped with a 32-inch monitor, hand-hold supporting rail,
computer, and the Kinect device.
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volunteers were asked to answer the question items included in the questionnaire
after having used the system.
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CHAPTER FOUR
EXPERIMENTAL RESULTS
Table 4-1 compares the treatment outcomes of the initial and final tests
using pair-sample t-test. As shown in the table, the Medial Lateral Index of the
Biodex assessment, Get Up and Go Scale, BBS Sum, Left Shift Count, and Right
Shift Count show significant improvement (pair-sample t-test, p<0.05) after
treatments with Kinect Virtual Rehabilitation System (KVRS). However, no
significant improvement (p>0.05) was observed for Overall Stability Index and
Anterior/Posterior Index of the Biodex assessment. In this study, the patients were
only asked to practice medial/lateral balance shifts, thats why the
Anterior/Posterior Index was not significantly improved, The Overall Stability
Index was calculated based on both Anterior/Posterior Index and Medial/Lateral
Index.
Table 4-1 Comparisons of balance ability for patients before and after treatment
with Kinect Virtual Rehabilitation System.
Initial Test
Mean(SD)
Final Test
Mean (SD)
0.46(0.14)
0.58(0.11)
-0.075 (0.14)
-1.42
0.197
0.38(0.12)
0.39(0.11)
0.005 (0.15)
0.09
0.929
0.22(0.07)
0.30(0.92)
-0.07(0.08)
-2.39 0.048*
6.46(6.74)
2.71 0.030*
-2.00(2.00)
-2.82 0.025*
Mean Differ.
(SD)
tvalue
pvalue
Overall
Stability Index
Anterior/Poster
ior Index
Medial Lateral
Index
Get Up and Go
Score
23.78(11.86) 17.31(5.92)
Beg Balance
Scale
50.50(3.85)
52.50(2.82)
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Left Shift
Count
14.00(6.39)
36.13(11.29)
-22.12(11.23)
-5.57 0.001*
14.00(6.80)
35.88(11.58)
-21.87(11.55)
-5.35 0.001*
Right Shift
Count
Usage attitudes were assessed using the questionnaire after the patients
have finished all the 10 sessions of treatments using the KVRS. The results were
compared with the neutral value (3) and tested with one-sample t-test with
significance defined as p<0.05 (Table 4-2).
The eight volunteers were asked to answer the question items in the
questionnaires after used the system. As indicated in Table 4-2, the patients
expressed that the KVRS is interesting (p<0.05) and easy to control by hand
(p<0.05); the GUI of KVRS is easy to use (p<0.001); the feedback message is
clear and easy to understand (p<0.05); the treatment is effective (p<0.01); and
they feel comfortable with the game (p<0.01) and can immerse in the virtual
environment (p<0.01). However, they dont agree that KVRS can simulate the
realistic environment (p>0.05).
44
Mean
(SD)
Mean
p-value Differenc Lowest Highest
e
3.88(1.03)
2.42 0.046
0.88
4.13(0.83)
3.81 0.007
1.12
4.25(0.70)
5.00 0.002
1.25
4.25(1.03)
3.41 0.011
1.25
3.25(0.88)
0.79 0.451
0.25
4.13(0.99)
3.21 0.015
1.12
4.38(0.74)
5.22 0.001
1.37
4.50(0.54)
7.93 0.000
1.50
games is interesting*.
I think I can immerse in the
designed environment when
playing the KVRS games**
I think treatments with
KVRS games is effective**
I think the KVRS games can
be easily controlled by
hands*
I think the KVRS games can
simulate the realistic
environment.
I can understand the
messages feedback by the
KVRS games*
I am comfortable with the
KVRS games***
I think the KVRS games are
easy to operate***
45
CHAPTER FIVE
DISCUSSION AND CONCLUSIONS
Spark et al. (2011) categorized Wii-related injuries into 4 different types:
tendinopathy, bursitis, enthesitis, and epicondylitis (Sparks, Coughlin, and Chase,
2009). According to an investigation of self-reported cases, 9 types of injuries
have been identified; among them, hand lacerations related to overuse or incorrect
use of handheld controller were the most commonly observed injuries (Sparks et
al, 2009). Other injuries, such as Tendinitis occurred in the thumb (Macgregor,
2000; Koh, 2000; and Karim, 2005) and Wii-itis in the shoulder and upper arm
(Bonis 2007; Sperling, Nett, and Collins, 2008), related to intensive use or
improper use of handheld controller were also reported in the medical literature.
Little resistance offered by the light-weight handheld controller to the
aggressive user leading to awkward deceleration to the upper extremity might be
the reason causing such injuries (Sterling et al, 2008). In addition, for sport-related
video games, such as tennis, bowling, golf, baseball, soccer, boxing, fighting,
physical fitting, and other sporting games, currently 1available on popular video
game platforms, injuries related to forceful and prolonged movements of body
and extremity are frequently observed because, unlike authentic sports, physical
strength and endurance are generally not limiting factors to discontinue the
sporting activities (Bonis 2007; Sterling et al, 2008). Compared to other video
game platforms, Microsoft Xbox Kinect allows the users to interact with the
machine through body gesture without needing any handheld controllers, which
is believed to be able to significantly prevent the occurrence of musculoskeletal
injuries.
Health professionals are always searching for a more effective treatment
that focus not only at the elimination of the pathology symptoms but also hold the
patient involved to it during the entire treatment in order to achieve the cure. The
importance of taking into consideration related human factors, such as patient
satisfaction and motivation is the key to ensure patient involvement and to achieve
46
a successful treatment. These factors are even more important for the success of
physiotherapy treatments due to the fact that the patients recovery is directly
associated with his/her continuous effort, commitment and discipline during the
entire rehabilitation process. This process consists in a series of sessions where
the patient must perform therapeutic exercises.
Sedentary activities, such as watching television, play video game, and
conducting cognitive work, may risk people in overconsumption of food, resulting
in the acquisition of obesities, cardiovascular diseases, and cancers (Chaput,
Klingerberg, Astrup and Sjdin, 2011). A more recent study also reported that
compared with inactive individuals, those with low-volume physical activities (an
average activity of 92 min/week) can reduce the risk of all-cause mortality of 14%
and increase the life expectancy of 3 years. In addition, Short-term of vigorousintensity activities have the same effect as mid-term of moderate-intensity
activities and long-term of mild-intensity activities (Wen, Wai, Tsai, Yang, Cheng,
Lee, Chan, Tsao, and Wu, 2011). Graves and Stratton (2008) reported that playing
bowling, tennis, and boxing of the Wii Sports consumed at least 50% more energy
than sedentary gaming for adolescents. Compared to a traditional sedentary video
game, it was observed that the heart rate, oxygen uptake, and energy expenditure
of schoolchildren were significantly higher for 2 Kinect activity-promoting video
games (Smallwood, Morris, Fallows, and Buckley, 2012).
In motor rehabilitation, there are essentially three major advantages that
virtual reality offers over traditional therapy alone. First, virtual reality creates a
safe, controlled environment for repetitive practice, and repetitive practice is
crucial in learning motor tasks. Second, virtual reality provides immediate, realtime feedback about performance. Finally, because of its interactive nature, virtual
reality can increase motivation by making the experience fun (Holden, Bettwiler,
Dyar, Niemann, and Bizzi, 2001)
This work presented a rehabilitation system based on markerless interaction
in a virtual reality environment. The Kinect has shown much potential for use in
balance therapy. The system developed in this project were primarily intended
47
for use by balance professionals, but as mentioned above the Kinect could also
prove to be a useful tool in at-home therapy software. This system uses the Kinect
device for interaction and it is based on games controlled by therapeutic
movements, which were set by physiotherapists, inducing the user to do exercises
correctly. It is capable of identifying whenever the patient is doing it correctly,
otherwise warning him/her and also taking down the statistics in a report for a
further professional analysis.
Statistical analyses of paired t-test effect showed significant difference
between the initial and final assessment in the Berg Balance Scale, Get Up and
Go test, and Kinect virtual rehabilitation test (p<0.05), but not in the Biodex
assessment. P value is less than 0.05 which it is we can conclude that the groups
had trained effectively. In fact the test is effective patients who took the training
did better after taking training. As we see from the result, it indicated a positive
outcome for the patients after got involved the treatment.
Usage attitudes were assessed using the questionnaire after the subjects
have used the e-rehabilitation system. The outcomes were tested with one-sample
t-test with significance defined as p<0.05. The eight volunteers were asked to
answer the question items in the questionnaires after used the system. The
experimental result showed that the virtual training had a significant time effect
in the balance recovery of patients. With regards to the Berg Balance Scale, Get
up Go Test and Kinect Rehab system, the participants conditions improved
significantly between the initial and the final assessment. Ten days training is very
short time for balance recovery but Berg Balance Scale test and Get up and Go
test showed slight positive difference.
The system reached the five features considered during the design
process. Each feature is listed below:
Level of difficulty: All patients were able to play the game and
improve their scores over the study. Furthermore, none of the patients felt
extremely tired after a session.
48
Direct
displayed at all times and users were able to see it and comment about it.
Patients remembered the score from the previous day and tried to improve
it. Patients quickly understand that moving their arm caused the cursor on
the screen to move and were also able to control it.
game. Before playing the game, only tracking of the hand had to be started.
Low cost: The total cost of this prototype system was 700
therapist to be present during the treatment. Only one person was with the
patient during the sessions and the only tasks performed were helping the
patient stand up in the front of kinect and start the game (Burke et al, 2008).
Compared to other video game platforms, Microsoft Xbox Kinect allows
the users to interact with the machine through body gesture without needing any
handheld controllers, which is believed to be able to significantly prevent
musculoskeletal injuries. In conclusion, the developed Kinect virtual
rehabilitation system is useful for rehabilitation either in clinical setting or at
home. Adopting the VR rehabilitation system at home is more flexible, cheap, and
convenient for the patients and allows for more frequently repetitive exercises.
49
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APENDICES
APPENDIX A
FORM OF INITIAL ASSESMENT
56
APPENDIX B
FORM OF FINAL ASSESMENT
57