• Title/Summary/Keyword: Virtual reality rehabilitation system

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Progression-Preserving Dimension Reduction for High-Dimensional Sensor Data Visualization

  • Yoon, Hyunjin;Shahabi, Cyrus;Winstein, Carolee J.;Jang, Jong-Hyun
    • ETRI Journal
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    • v.35 no.5
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    • pp.911-914
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    • 2013
  • This letter presents Progression-Preserving Projection, a dimension reduction technique that finds a linear projection that maps a high-dimensional sensor dataset into a two- or three-dimensional subspace with a particularly useful property for visual exploration. As a demonstration of its effectiveness as a visual exploration and diagnostic means, we empirically evaluate the proposed technique over a dataset acquired from our own virtual-reality-enhanced ball-intercepting training system designed to promote the upper extremity movement skills of individuals recovering from stroke-related hemiparesis.

A Systematic Review on the Effects of Virtual reality-based Telerehabilitation for Stroke Patients (뇌졸중 환자를 위한 가상현실 기반의 원격재활 효과에 관한 체계적 고찰)

  • Lim, Young-Myoung;Lee, ji-Yong;Jo, Seong-Jun;Ahn, Ye-Seul;Yoo, Doo-Han
    • The Journal of Korean society of community based occupational therapy
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    • v.7 no.1
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    • pp.59-70
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    • 2017
  • Objective : The purpose of this study was to examine the effect of virtual reality-based remote rehabilitation on stroke patients systematically and to look for its effect and how to apply it domestically. Methods : In order to search data, EMBASE and CINAHL database were used. Relevant research used those terms of virtual reality, telerehabilitation, and stroke. A total of 10 studies satisfying the selection criteria was analyzed according to their qualitative level, general characteristics, and PICO method. Results : Based on the selected 10 studies, virtual reality-based telerehabilitation system was applied. Sensory and motor feedback was provided with inputting visual and auditory senses through a video in the home environment, and it stimulated changes in the client's nervous system. Tools to measure the results were upper extremity function, balance and gait, activities of daily living, etc. Those virtual reality-based telerehabilitation method had an effect on upper extremity function and ability of sense of balance in all studies, and on the activities of daily living partially. Telerehabilitation service to make up environmental specificity improved satisfaction of client. That meaned the effect of the intervention to maintain the function. Conclusion : The virtual reality-based telerehabilitation system was applied to upper extremity function, sense of balance, and activities of daily living largely, and it showed that it helped to improve functions through intervention, supervision, and training of therapist in the home environment as well. This study suggests the basis and possibility of clinical application on virtual-reality based telerehabilitation. Additional research is needed to diverse virtual reality intervention methods and the effect of telerehabilitation in the future.

Deep Learning Based 3D Gesture Recognition Using Spatio-Temporal Normalization (시 공간 정규화를 통한 딥 러닝 기반의 3D 제스처 인식)

  • Chae, Ji Hun;Gang, Su Myung;Kim, Hae Sung;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.21 no.5
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    • pp.626-637
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    • 2018
  • Human exchanges information not only through words, but also through body gesture or hand gesture. And they can be used to build effective interfaces in mobile, virtual reality, and augmented reality. The past 2D gesture recognition research had information loss caused by projecting 3D information in 2D. Since the recognition of the gesture in 3D is higher than 2D space in terms of recognition range, the complexity of gesture recognition increases. In this paper, we proposed a real-time gesture recognition deep learning model and application in 3D space using deep learning technique. First, in order to recognize the gesture in the 3D space, the data collection is performed using the unity game engine to construct and acquire data. Second, input vector normalization for learning 3D gesture recognition model is processed based on deep learning. Thirdly, the SELU(Scaled Exponential Linear Unit) function is applied to the neural network's active function for faster learning and better recognition performance. The proposed system is expected to be applicable to various fields such as rehabilitation cares, game applications, and virtual reality.

Human Postural Balance Control by Visual Stimulation (시각 자극에 의한 신체자세 균형제어에 관한 연구)

  • 김현석;김동욱
    • Journal of Biomedical Engineering Research
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    • v.17 no.4
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    • pp.417-426
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    • 1996
  • In this paper, we report the effects of visual stimulation patterns in the postural balance control. We used the motor-driven cloth panel and HMD(Head Mounted Display) to evaluate the effect of visual stimulation patterns in the postural balance control. We also investigated the usefulness of HMD in the postural balance rehabilitation training system from the view of reducing the scale of experimental system. Our results showed that a vertical-strip visual pattern was more effective than the others in the postural balance control. It was also indicated that HMD might be applied to clinical use as a new postural balance training system.

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University Virtual Environment for Attention Enhancement

  • Kang, Dong-Ju;Kim, Sun-I.
    • Journal of Biomedical Engineering Research
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    • v.23 no.2
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    • pp.155-163
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    • 2002
  • Attention Deficit Hyperactivity Disorder(ADHD) is a childhood syndrome characterized by short attention span. impulsiveness, and hyperactivity, which often leadㄴ to learning disabilities and various behavioral problems. For the treatment of ADHD, medication and cognitive-behavior therapy is applied in recent yearn Although psycho-stimulant medication has been widely used for many rears. current findings suggest that, as the sole treatment for ADHD, it is an inadequate form of intervention in that parents don't want their child to use drug and the effects are limited to the period in which the drugs are physiologically active. On the other hand, EEG biofeedback treatment studies for ADHD have reported promising results not only in significant reductions in hyperactive, inattentive, and disruptive behaviors, but also improvements in academic performance and IQ scores. However it is too boring for children to finish the whole treatment. The recent increase in computer usage in medicine and rehabilitation has changed the way health care is delivered. Virtual Reality technology provides specific stimuli that can be used in removing distractions and providing environments that get the subjects'attention and increasing their ability to concentrate. VR technology can hold a patient's attention for a longer period of time than other methods can, because VR is immersive, interactive and imaginal. Based on these aspects, we developed Attention Enhancement System (AES) using VR technology, EEG biofeedback, and cognitive training method for enhancing attention and made a clinical trial to people who have attention difficulty and behavioral problems.

Intelligent Control of a Virtual Walking Machine for Virtual Reality Interface (가상현실 대화용 가상걸음 장치의 지능제어)

  • Yoon, Jung-Won;Park, Jang-Woo;Ryu, Je-Ha
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.9
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    • pp.926-934
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    • 2006
  • This paper proposes intelligent control of a virtual walking machine that can generate infinite floor for various surfaces and can provide proprioceptive feedback of walking to a user. This machine allows users to participate in a life-like walking experience in virtual environments with various terrains. The controller of the machine is implemented hierarchically, at low-level for robust actuator control, at mid-level fur platform control to compensate the external forces by foot contact, and at high-level control for generating walking trajectory. The high level controller is suggested to generate continuous walking on an infinite floor for various terrains. For the high level control, each independent platform follows a man foot during the swing phase, while the other platform moves back during single stance phase. During double limb support, two platforms manipulate neutral positions to compensate the offset errors generated by velocity changes. This control can, therefore, satisfy natural walking conditions in any direction. Transition phase between the swing and the stance phases is detected by using simple switch sensor system, while human foot motions are sensed by careful calibration with a magnetic motion tracker attached to the shoe. Experimental results of walking simulations at level ground, slope, and stairs, show that with the proposed machine, a general person can walk naturally on various terrains with safety and without any considerable disturbances. This interface can be applied to various areas such as VR navigations, rehabilitation, and gait analysis.

Study on the Improvement of Equilibrium Sense of the Elderly Using Virtual Bicycle System (가상 자전거 시스템을 이용한 고령자의 평형감각 증진에 관한 연구)

  • Jeong Sung-Hwan;Piao Yong-Jun;Chong Woo-Suk;Kwon Tae-Kyu;Hong Chul-Un;Kim Nam-Gyun
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.42 no.6
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    • pp.57-66
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    • 2005
  • In this paper, a new rehabilitation training system was developed to improve equilibrium sense by combining virtual reality technology with a fixed exercise bicycle. The subjects consisted of two groups. A group of young people, was compared against a group of elderly. We measured three different running modes of virtual bicycle system with two successive sets. The parameters measured were running time, velocity, the weight movement, the degree of the deviation from the road, and the variables about the center of pressure. The repeated training, our results showed that the running capability of the elderly improve compared. In addition, it was found out that the ability of postural control and the equilibrium sense was improved with the presentation of the visual feedback information of the distribution of weight. From the results of this experiment, we showed that our newly developed system might be useful in the diagnosis of equilibrium sense or in the improvement of the sense of sight and, somatic, and vestibular sense of the elderly in the field of rehabilitation training.

A Criteria of Triggering by the Intentional Double Blinks (의도적 이중 눈 깜빡임을 이용한 명령 실행시의 기준에 관한 연구)

  • Lee, Gyeong-Tae;Ban, Yeong-Hwan;Jang, Pil-Sik;Park, Gyeong-Su
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.3
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    • pp.171-178
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    • 1999
  • Several studies of eye-slaved nonverbal communicators have been performed recently. By integrating the eye and head-position monitoring devices, the present authors had developed an eye-controlled human/computer interface based on the line-of-sight and an intentional blink to invoke commands in the preceeding study. As a successive study, this paper examines the characteristics of performing the intentional double blinks experimentally and proposes the double blinks as an alternative triggering method. The applications may extend to several domains such as rehabilitation and virtual reality system with head mounted display.

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The Effects of Visual Flow Speed's Modulation-Based Virtual Reality Program on Gait Function in Stroke Patients (시각 흐름 속도에 따른 가상현실 프로그램이 뇌졸중 환자의 보행에 미치는 영향)

  • Kang, Hyung-Kyu;Chung, Yi-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.1
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    • pp.247-253
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    • 2012
  • The purpose of this study was to evaluate the effects of a visual flow speed's modulation-based VR(virtual reality) program on gait function in stroke patients. Thirty one stroke patients were randomly selected at Dep. of Rehabilitation medicine of M hospital in Seoul. We carried out the gait analysis by dividing them with four conditions : one condition had applied without the visual flow modulation-based VR and another had done three visual flow speed's modulation-based VR(0.25, 1, 2 times). The gait analysis was used with GaitRite system. The data were collected using gait velocity, cadence, stride length, step length, single support time, and double support time during treatment. The results were as follows. First, the slow visual flow(0.25 times)-based VR program on the condition was significant decrease gait velocity, cadence, stride length, step length and increase single support time, double support time(p<.05). Second, the fast visual flow(2 times)-based VR program on the condition was significant increase gait velocity, cadence, stride length, step length, single support time on paretic lower limb and decrease single support time on non-paretic lower limb, double support time(p<.05). Third, the normal visual flow(1 times)-based VR program on the condition was not significant differ gait velocity, cadence, stride length, step length, single support time, double support time. In conclusion, the visual flow speed's modulation-based VR program improves gait function in chronic stroke patients.

Change of Brain Activation due to Change of Viewpoint in Action during Action Observation: an EEG Analysis Study (동작관찰 중 동작 수행 시 시점의 변화에 따른 뇌 활성의 변화)

  • Kim, Oi-Jin;Sim, Ji-Young;Lee, Se-Young;Jin, Hyun-Jin
    • PNF and Movement
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    • v.14 no.3
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    • pp.209-217
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    • 2016
  • Purpose: Treatments using a mirror neuron system, such as 3D virtual reality therapy, are used in stroke rehabilitation, but they need to be constructed according to a detailed procedure. The aims of this study were to analyze electroencephalograms (EEG) during relaxation and action while observing first person perspective (1AE) and third person perspective (3AE) videos of the right hand for 20's. Methods: Thirty participants (Male=4, Female=26) were recruited for this study. Participants were selected by a vividness of movement imagery questionnaire (VMIQ). EEG was measured during relaxxation and during action with 1AE and 3AE videos, focusing on the supination and pronation actions of participants' right hands. An absolute mu rhythm, a relatively high alpha power, and a relative beta power were identified. In each group, one-way repeated measures ANOVA was used for statistical analysis. Results: Measurement of absolute mu rhythms was significantly suppressed for both 1AE and 3AE compared with relaxation in C3 and C4 regions. High alpha wave measurements were significantly suppressed for both 1AE and 3AE in all regions, while beta wave measurements were significantly increased only for 3AE in F3 and F4 regions. Conclusion: Based on this study, we suggest that the mirror neuron system is activated during actions accompanied by action observation, especially actions with 3AE video observation, which can be a great therapeutic mathod in stroke rehabilitation.