• DocumentCode
    2032169
  • Title

    Can immersive type of Virtual Reality bring EMG pattern changes post facial palsy?

  • Author

    Qidwai, Uvais ; Ajimsha, M.S.

  • Author_Institution
    Dept. of Comput. Sci. & Eng., Qatar Univ., Doha, Qatar
  • fYear
    2015
  • fDate
    28-30 July 2015
  • Firstpage
    756
  • Lastpage
    760
  • Abstract
    The loss of facial expression via facial paralysis is a devastating condition, both functionally and aesthetically. However, given the life-long plasticity of the brain one could assume that recovery could be facilitated by the harnessing of mechanisms underlying neuronal reorganization. Currently it is not clear how this reorganization can be mobilized. Novel technology based neurorehabilitation techniques hold promise to address this issue. In this paper an immersive Virtual Reality (VR) based system is presented that is based on a number of hypotheses related to the neural structures targeted for recovery/reorganization, the structure of training system, and the role of individualization. The purpose of this paper is to examine the effects of an immersive type virtual reality (VR) intervention on activation of facial upper quadrant muscles following facial palsy in comparison with a control program. The key components of an immersive Virtual Reality (VR) based system and its effectiveness on facial palsy rehabilitation has been described in the form of experimental findings. Experimental trial was performed on an individual with facial upper quadrant muscles weakness due to facial palsy in a crossover study methodology with and without VR. EMG patterns from the facial upper quadrant muscles were recorded and analyzed for results. This trial has plotted a positive relationship between VR and facial upper quadrant muscles activation following a neurological impetus. The results reported here also show a consistent transfer of movement kinematics between physical and virtual tasks. EMG analysis has shown progressing improvement in the muscle activation in response to the challenging and impulsive activities in the virtual environment provided by the immersive VR devise.
  • Keywords
    brain; electromyography; medical disorders; medical signal processing; neurophysiology; patient rehabilitation; virtual reality; EMG analysis; EMG pattern; brain; facial expression; facial palsy rehabilitation; facial paralysis; facial upper quadrant muscle weakness; facial upper quadrant muscles; immersive virtual reality system; impulsive activity; life-long plasticity; movement kinematics; muscle activation; neural structure recovery; neural structure reorganization; neurological impetus; neuronal reorganization; neurorehabilitation technique; physical task; virtual environment; virtual task; Electromyography; Medical treatment; Muscles; Neuroplasticity; Psychology; Training; Virtual reality; EMG-based measurements; Facial palsy; Impulsive impetus; Virtual Reality;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Science and Information Conference (SAI), 2015
  • Conference_Location
    London
  • Type

    conf

  • DOI
    10.1109/SAI.2015.7237227
  • Filename
    7237227