Using Capability Maps Tailored to Arm Range of Motion in VR Exergames for Rehabilitation
Many neurological conditions, e.g., a stroke, can cause patients to experience upper limb (UL) motor impairments that hinder their daily activities. For such patients, while rehabilitation therapy is key for regaining autonomy and restoring mobility, its long-term nature entails ongoing time commitm...
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creator | Lourido, Christian Waghoo, Zaid Wazir, Hassam Khan Bhagat, Nishtha Kapila, Vikram |
description | Many neurological conditions, e.g., a stroke, can cause patients to
experience upper limb (UL) motor impairments that hinder their daily
activities. For such patients, while rehabilitation therapy is key for
regaining autonomy and restoring mobility, its long-term nature entails ongoing
time commitment and it is often not sufficiently engaging. Virtual reality (VR)
can transform rehabilitation therapy into engaging game-like tasks that can be
tailored to patient-specific activities, set goals, and provide rehabilitation
assessment. Yet, most VR systems lack built-in methods to track progress over
time and alter rehabilitation programs accordingly. We propose using arm
kinematic modeling and capability maps to allow a VR system to understand a
user's physical capability and limitation. Next, we suggest two use cases for
the VR system to utilize the user's capability map for tailoring rehabilitation
programs. Finally, for one use case, it is shown that the VR system can
emphasize and assess the use of specific UL joints. |
doi_str_mv | 10.48550/arxiv.2404.12504 |
format | Article |
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experience upper limb (UL) motor impairments that hinder their daily
activities. For such patients, while rehabilitation therapy is key for
regaining autonomy and restoring mobility, its long-term nature entails ongoing
time commitment and it is often not sufficiently engaging. Virtual reality (VR)
can transform rehabilitation therapy into engaging game-like tasks that can be
tailored to patient-specific activities, set goals, and provide rehabilitation
assessment. Yet, most VR systems lack built-in methods to track progress over
time and alter rehabilitation programs accordingly. We propose using arm
kinematic modeling and capability maps to allow a VR system to understand a
user's physical capability and limitation. Next, we suggest two use cases for
the VR system to utilize the user's capability map for tailoring rehabilitation
programs. Finally, for one use case, it is shown that the VR system can
emphasize and assess the use of specific UL joints.</description><identifier>DOI: 10.48550/arxiv.2404.12504</identifier><language>eng</language><subject>Computer Science - Human-Computer Interaction ; Computer Science - Robotics</subject><creationdate>2024-04</creationdate><rights>http://arxiv.org/licenses/nonexclusive-distrib/1.0</rights><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>228,230,780,885</link.rule.ids><linktorsrc>$$Uhttps://arxiv.org/abs/2404.12504$$EView_record_in_Cornell_University$$FView_record_in_$$GCornell_University$$Hfree_for_read</linktorsrc><backlink>$$Uhttps://doi.org/10.48550/arXiv.2404.12504$$DView paper in arXiv$$Hfree_for_read</backlink></links><search><creatorcontrib>Lourido, Christian</creatorcontrib><creatorcontrib>Waghoo, Zaid</creatorcontrib><creatorcontrib>Wazir, Hassam Khan</creatorcontrib><creatorcontrib>Bhagat, Nishtha</creatorcontrib><creatorcontrib>Kapila, Vikram</creatorcontrib><title>Using Capability Maps Tailored to Arm Range of Motion in VR Exergames for Rehabilitation</title><description>Many neurological conditions, e.g., a stroke, can cause patients to
experience upper limb (UL) motor impairments that hinder their daily
activities. For such patients, while rehabilitation therapy is key for
regaining autonomy and restoring mobility, its long-term nature entails ongoing
time commitment and it is often not sufficiently engaging. Virtual reality (VR)
can transform rehabilitation therapy into engaging game-like tasks that can be
tailored to patient-specific activities, set goals, and provide rehabilitation
assessment. Yet, most VR systems lack built-in methods to track progress over
time and alter rehabilitation programs accordingly. We propose using arm
kinematic modeling and capability maps to allow a VR system to understand a
user's physical capability and limitation. Next, we suggest two use cases for
the VR system to utilize the user's capability map for tailoring rehabilitation
programs. Finally, for one use case, it is shown that the VR system can
emphasize and assess the use of specific UL joints.</description><subject>Computer Science - Human-Computer Interaction</subject><subject>Computer Science - Robotics</subject><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2024</creationdate><recordtype>article</recordtype><sourceid>GOX</sourceid><recordid>eNotz8tqg0AYhuHZdFHSXkBX_W9AO85Bx2WQ9AAJAbGlO_mdgx1QR0Ypyd2XJF19m48XHkKeMpoKJSV9wXjyvykTVKQZk1Tck-_PxU89VDhj5we_nuGA8wIN-iFEa2ANsI0j1Dj1FoKDQ1h9mMBP8FXD7mRjj6NdwIUItf25NfByeSB3DofFPv7vhjSvu6Z6T_bHt49qu08wL0SSK-S6NNwZaoRCR1Upsk5rLCV3OaVMSa24EjlnKu-sQWaUdkoLU1haSMk35PmWvdLaOfoR47m9ENsrkf8BW1tLng</recordid><startdate>20240418</startdate><enddate>20240418</enddate><creator>Lourido, Christian</creator><creator>Waghoo, Zaid</creator><creator>Wazir, Hassam Khan</creator><creator>Bhagat, Nishtha</creator><creator>Kapila, Vikram</creator><scope>AKY</scope><scope>GOX</scope></search><sort><creationdate>20240418</creationdate><title>Using Capability Maps Tailored to Arm Range of Motion in VR Exergames for Rehabilitation</title><author>Lourido, Christian ; Waghoo, Zaid ; Wazir, Hassam Khan ; Bhagat, Nishtha ; Kapila, Vikram</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-a674-68a3c9d3fd0d48af08941bcca953f600285c838463286beda2d8cf8c4d7e07553</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2024</creationdate><topic>Computer Science - Human-Computer Interaction</topic><topic>Computer Science - Robotics</topic><toplevel>online_resources</toplevel><creatorcontrib>Lourido, Christian</creatorcontrib><creatorcontrib>Waghoo, Zaid</creatorcontrib><creatorcontrib>Wazir, Hassam Khan</creatorcontrib><creatorcontrib>Bhagat, Nishtha</creatorcontrib><creatorcontrib>Kapila, Vikram</creatorcontrib><collection>arXiv Computer Science</collection><collection>arXiv.org</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Lourido, Christian</au><au>Waghoo, Zaid</au><au>Wazir, Hassam Khan</au><au>Bhagat, Nishtha</au><au>Kapila, Vikram</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Using Capability Maps Tailored to Arm Range of Motion in VR Exergames for Rehabilitation</atitle><date>2024-04-18</date><risdate>2024</risdate><abstract>Many neurological conditions, e.g., a stroke, can cause patients to
experience upper limb (UL) motor impairments that hinder their daily
activities. For such patients, while rehabilitation therapy is key for
regaining autonomy and restoring mobility, its long-term nature entails ongoing
time commitment and it is often not sufficiently engaging. Virtual reality (VR)
can transform rehabilitation therapy into engaging game-like tasks that can be
tailored to patient-specific activities, set goals, and provide rehabilitation
assessment. Yet, most VR systems lack built-in methods to track progress over
time and alter rehabilitation programs accordingly. We propose using arm
kinematic modeling and capability maps to allow a VR system to understand a
user's physical capability and limitation. Next, we suggest two use cases for
the VR system to utilize the user's capability map for tailoring rehabilitation
programs. Finally, for one use case, it is shown that the VR system can
emphasize and assess the use of specific UL joints.</abstract><doi>10.48550/arxiv.2404.12504</doi><oa>free_for_read</oa></addata></record> |
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subjects | Computer Science - Human-Computer Interaction Computer Science - Robotics |
title | Using Capability Maps Tailored to Arm Range of Motion in VR Exergames for Rehabilitation |
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