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

This paper proposes the use of a non-immersive virtual reality rehabilitation system “ReHabgame” developed using Microsoft Kinect™ and the Thalmic™ Labs Myo gesture control armband. The ReHabgame was developed based on two third-person video games that provide a feasible possibility of assessing pos...

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Autores principales: Esfahlani, Shabnam Sadeghi, Thompson, Tommy, Parsa, Ali Davod, Brown, Ian, Cirstea, Silvia
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5857620/
https://www.ncbi.nlm.nih.gov/pubmed/29560446
http://dx.doi.org/10.1016/j.heliyon.2018.e00526
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author Esfahlani, Shabnam Sadeghi
Thompson, Tommy
Parsa, Ali Davod
Brown, Ian
Cirstea, Silvia
author_facet Esfahlani, Shabnam Sadeghi
Thompson, Tommy
Parsa, Ali Davod
Brown, Ian
Cirstea, Silvia
author_sort Esfahlani, Shabnam Sadeghi
collection PubMed
description This paper proposes the use of a non-immersive virtual reality rehabilitation system “ReHabgame” developed using Microsoft Kinect™ and the Thalmic™ 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.
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spelling pubmed-58576202018-03-20 ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience Esfahlani, Shabnam Sadeghi Thompson, Tommy Parsa, Ali Davod Brown, Ian Cirstea, Silvia Heliyon Article This paper proposes the use of a non-immersive virtual reality rehabilitation system “ReHabgame” developed using Microsoft Kinect™ and the Thalmic™ 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. Elsevier 2018-02-12 /pmc/articles/PMC5857620/ /pubmed/29560446 http://dx.doi.org/10.1016/j.heliyon.2018.e00526 Text en Copyright © 2018 Published by Elsevier Ltd. http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Article
Esfahlani, Shabnam Sadeghi
Thompson, Tommy
Parsa, Ali Davod
Brown, Ian
Cirstea, Silvia
ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience
title ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience
title_full ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience
title_fullStr ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience
title_full_unstemmed ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience
title_short ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience
title_sort rehabgame: a non-immersive virtual reality rehabilitation system with applications in neuroscience
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5857620/
https://www.ncbi.nlm.nih.gov/pubmed/29560446
http://dx.doi.org/10.1016/j.heliyon.2018.e00526
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