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Validation of a Kinect V2 based rehabilitation game

Interactive technologies are beneficial to stroke recovery as rehabilitation interventions; however, they lack evidence for use as assessment tools. Mystic Isle is a multi-planar full-body rehabilitation game developed using the Microsoft Kinect(®) V2. It aims to help stroke patients improve their m...

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Autores principales: Ma, Mengxuan, Proffitt, Rachel, Skubic, Marjorie
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6108894/
https://www.ncbi.nlm.nih.gov/pubmed/30142631
http://dx.doi.org/10.1371/journal.pone.0202338
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author Ma, Mengxuan
Proffitt, Rachel
Skubic, Marjorie
author_facet Ma, Mengxuan
Proffitt, Rachel
Skubic, Marjorie
author_sort Ma, Mengxuan
collection PubMed
description Interactive technologies are beneficial to stroke recovery as rehabilitation interventions; however, they lack evidence for use as assessment tools. Mystic Isle is a multi-planar full-body rehabilitation game developed using the Microsoft Kinect(®) V2. It aims to help stroke patients improve their motor function and daily activity performance and to assess the motions of the players. It is important that the assessment results generated from Mystic Isle are accurate. The Kinect V2 has been validated for tracking lower limbs and calculating gait-specific parameters. However, few studies have validated the accuracy of the Kinect(®) V2 skeleton model in upper-body movements. In this paper, we evaluated the spatial accuracy and measurement validity of a Kinect-based game Mystic Isle in comparison to a gold-standard optical motion capture system, the Vicon system. Thirty participants completed six trials in sitting and standing. Game data from the Kinect sensor and the Vicon system were recorded simultaneously, then filtered and sample rate synchronized. The spatial accuracy was evaluated using Pearson’s r correlation coefficient, signal to noise ratio (SNR) and 3D distance difference. Each arm-joint signal had an average correlation coefficient above 0.9 and a SNR above 5. The hip joints data had less stability and a large variation in SNR. Also, the mean 3D distance difference of joints were less than 10 centimeters. For measurement validity, the accuracy was evaluated using mean and standard error of the difference, percentage error, Pearson’s r correlation coefficient and intra-class correlation (ICC). Average errors of maximum hand extent of reach were less than 5% and the average errors of mean and maximum velocities were about 10% and less than 5%, respectively. We have demonstrated that Mystic Isle provides accurate measurement and assessment of movement relative to the Vicon system.
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spelling pubmed-61088942018-09-17 Validation of a Kinect V2 based rehabilitation game Ma, Mengxuan Proffitt, Rachel Skubic, Marjorie PLoS One Research Article Interactive technologies are beneficial to stroke recovery as rehabilitation interventions; however, they lack evidence for use as assessment tools. Mystic Isle is a multi-planar full-body rehabilitation game developed using the Microsoft Kinect(®) V2. It aims to help stroke patients improve their motor function and daily activity performance and to assess the motions of the players. It is important that the assessment results generated from Mystic Isle are accurate. The Kinect V2 has been validated for tracking lower limbs and calculating gait-specific parameters. However, few studies have validated the accuracy of the Kinect(®) V2 skeleton model in upper-body movements. In this paper, we evaluated the spatial accuracy and measurement validity of a Kinect-based game Mystic Isle in comparison to a gold-standard optical motion capture system, the Vicon system. Thirty participants completed six trials in sitting and standing. Game data from the Kinect sensor and the Vicon system were recorded simultaneously, then filtered and sample rate synchronized. The spatial accuracy was evaluated using Pearson’s r correlation coefficient, signal to noise ratio (SNR) and 3D distance difference. Each arm-joint signal had an average correlation coefficient above 0.9 and a SNR above 5. The hip joints data had less stability and a large variation in SNR. Also, the mean 3D distance difference of joints were less than 10 centimeters. For measurement validity, the accuracy was evaluated using mean and standard error of the difference, percentage error, Pearson’s r correlation coefficient and intra-class correlation (ICC). Average errors of maximum hand extent of reach were less than 5% and the average errors of mean and maximum velocities were about 10% and less than 5%, respectively. We have demonstrated that Mystic Isle provides accurate measurement and assessment of movement relative to the Vicon system. Public Library of Science 2018-08-24 /pmc/articles/PMC6108894/ /pubmed/30142631 http://dx.doi.org/10.1371/journal.pone.0202338 Text en © 2018 Ma et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Ma, Mengxuan
Proffitt, Rachel
Skubic, Marjorie
Validation of a Kinect V2 based rehabilitation game
title Validation of a Kinect V2 based rehabilitation game
title_full Validation of a Kinect V2 based rehabilitation game
title_fullStr Validation of a Kinect V2 based rehabilitation game
title_full_unstemmed Validation of a Kinect V2 based rehabilitation game
title_short Validation of a Kinect V2 based rehabilitation game
title_sort validation of a kinect v2 based rehabilitation game
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6108894/
https://www.ncbi.nlm.nih.gov/pubmed/30142631
http://dx.doi.org/10.1371/journal.pone.0202338
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