DocumentCode
613771
Title
Punching ducks for post-stroke neurorehabilitation: System design and initial exploratory feasibility study
Author
Dukes, Patrick S. ; Hayes, Austen ; Hodges, Larry F. ; Woodbury, Michelle
Author_Institution
Sch. of Comput., Clemson Univ., Clemson, SC, USA
fYear
2013
fDate
16-17 March 2013
Firstpage
47
Lastpage
54
Abstract
Each year 795,000 people in the U.S. have a stroke and the majority cannot resume daily activity because of persistent upper extremity (UE) motor impairment. Research in rehabilitation science has demonstrated that movement recovery is facilitated by extended task practice. However, 75% of stroke survivors are unable to successfully practice reaching tasks, due to the severity of the impairment of elbow and wrist movements. We hypothesize that expert action observation-observing normal avatar movement in response to impaired UE movement-may promote greater brain learning and contribute to greater UE movement recovery for patients with severe limitations of elbow and wrist movement. To incorporate extended task practice and expert action observation into current therapy, we have developed and begun initial exploratory testing of Duck Duck Punch, a 3D serious game for stroke neurorehabilitation. A Microsoft Kinect motion tracking sensor allows a stroke survivor to interact with the virtual game by moving their impaired arm. The visual display of a corresponding avatar arm enables a patient with impaired movement in the real world to appear to have normal movement in the virtual game environment. Data from a preliminary study suggests that our system may be effective in aiding in rehabilitation, especially in improving reaching efficiency and reducing abnormal movements.
Keywords
avatars; biomechanics; brain; computer displays; human computer interaction; neurophysiology; object tracking; patient rehabilitation; patient treatment; serious games (computing); 3D serious game; Duck Duck Punch; Microsoft Kinect motion tracking sensor; UE motor impairment; UE movement recovery; avatar arm; brain learning; elbow impairment; elbow movement; impaired UE movement; impaired arm movement; normal avatar movement; patient therapy; stroke neurorehabilitation; stroke survivor; upper extremity; virtual game environment; virtual game interaction; visual display; wrist movement; Calibration; Elbow; Games; Medical treatment; Three-dimensional displays; Tracking; Wrist;
fLanguage
English
Publisher
ieee
Conference_Titel
3D User Interfaces (3DUI), 2013 IEEE Symposium on
Conference_Location
Orlando, FL
Print_ISBN
978-1-4673-6097-5
Type
conf
DOI
10.1109/3DUI.2013.6550196
Filename
6550196
Link To Document