• 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