TY - GEN
T1 - LEARNING FROM BIOFEEDBACK Patient-specific Games for Neuromuscular Rehabilitation
AU - Barzilay, Ouriel
AU - Wolf, Alon
N1 - Publisher Copyright: © 2011 SCITEPRESS (Science and Technology Publications, Lda.
PY - 2011
Y1 - 2011
N2 - Rehabilitation tasks are generally subjected to the physiotherapist’s qualitative interpretation of the patient’s pathology and needs. Motivated by the recently increasing use of virtual reality in rehabilitation, we propose a novel approach for the design of those biomechanical tasks for an improved patient-specific and entertaining rehabilitation. During training, the subject wears 3D goggles in which virtual tasks are displayed to him. His kinematics and muscles activation are tracked in real time and an inverse model is estimated by artificial neural networks. The resulting inverse model produces a physical exercise according to the observed abilities of the subject and to the expected performance dictated by the physiotherapist. The system offers several advantages to both the patient and the physiotherapist: the tasks can be presented in the form of interactive personalized 3D games with augmented feedback, stimulating the patient’s motivation and reducing the need of constant monitoring from the therapist. Additionally, offline quantitative data from every training session can be stored for further analysis. The results of our study on arm movements suggest an improvement in the training efficiency by 10% for the biceps and by 32% (p=0.02) for the triceps.
AB - Rehabilitation tasks are generally subjected to the physiotherapist’s qualitative interpretation of the patient’s pathology and needs. Motivated by the recently increasing use of virtual reality in rehabilitation, we propose a novel approach for the design of those biomechanical tasks for an improved patient-specific and entertaining rehabilitation. During training, the subject wears 3D goggles in which virtual tasks are displayed to him. His kinematics and muscles activation are tracked in real time and an inverse model is estimated by artificial neural networks. The resulting inverse model produces a physical exercise according to the observed abilities of the subject and to the expected performance dictated by the physiotherapist. The system offers several advantages to both the patient and the physiotherapist: the tasks can be presented in the form of interactive personalized 3D games with augmented feedback, stimulating the patient’s motivation and reducing the need of constant monitoring from the therapist. Additionally, offline quantitative data from every training session can be stored for further analysis. The results of our study on arm movements suggest an improvement in the training efficiency by 10% for the biceps and by 32% (p=0.02) for the triceps.
KW - Artificial neural networks
KW - Biofeedback
KW - Patient-specific rehabilitation
KW - Virtual reality
UR - https://www.scopus.com/pages/publications/105002008456
U2 - 10.5220/0003679801680174
DO - 10.5220/0003679801680174
M3 - Conference contribution
SN - 9789898425836
T3 - International Joint Conference on Computational Intelligence
SP - 168
EP - 174
BT - In Proceedings of the International Conference on Evolutionary Computation Theory and Applications, ECTA 2011
A2 - Rosa, Agostinho
T2 - International Conference on Evolutionary Computation Theory and Applications, ECTA 2011
Y2 - 24 October 2011 through 26 October 2011
ER -