DocumentCode :
2459376
Title :
A Study for the Application of Body Sensing in Assisted Rehabilitation Training
Author :
Shih-Ching Yeh ; Wu-Yuin Hwang ; Tzu-Chuan Huang ; Wen-Kang Liu ; Yu-Tsung Chen ; Yen-Po Hung
Author_Institution :
Dept. of Comput. Sci. & Inf., Eng. Nat. Central Univ., Jhongli, Taiwan
fYear :
2012
fDate :
4-6 June 2012
Firstpage :
922
Lastpage :
925
Abstract :
Stroke patient usually has the goal to maintain rehabilitation training, which is mainly to avoid physical function degeneration and to prevent the triggering of related complications. Therefore, how to obtain optimal rehabilitation therapy and to shorten the training time is a topic filled with lots of challenges. Traditional rehabilitation equipment is very expensive. Large scale equipment usually needs sufficient space, and if the room is not enough, the hardware usually cannot exploit its function, which is usually a trouble to small hospital and the research department. In the system, rehabilitation action practice is designed for it, together with virtual reality, the operation of ball catching game is simulated. Meanwhile, Kinect sensing device is used to detect the body action of the patient, to perform face recognition and to recognize voice command. Body sensing technique in electronic entertainment has realized the association of new era technology with rehabilitation medical care to set up virtual reality together with the use of Kinect to be applied in rehabilitation training for stroke patient. As compared to traditional expensive rehabilitation equipment, it has the advantages of low price and clinical practical utility. Its interface design is active and attractive, and is converted from boring to happy state. After completing rehabilitation training mission, medical care rehabilitation quality can indeed be effectively enhanced. For example, the game can help the recovery of exercise function, can generate psychological reinforcement, can enhance the co-existence feeling, and can reduce three types of negative emotional indexes, namely, depression, confusion and tension. In other words, the patient shows great improvement in the delicacy and sense of balance of upper limb action.
Keywords :
biomedical equipment; computer based training; computer games; entertainment; face recognition; hospitals; medical image processing; patient care; patient rehabilitation; speech recognition; user interfaces; virtual reality; Kinect sensing device; ball catching game operation; body sensing application; boring state; electronic entertainment; face recognition; happy state; hospitals; interface design; medical care rehabilitation quality; optimal rehabilitation therapy; patient body action detection; physical function degeneration avoidance; rehabilitation action practice; rehabilitation equipment; rehabilitation medical care; rehabilitation training; research department; stroke patient; training time; upper limb action; virtual reality; voice command recognition; Educational institutions; Games; Medical treatment; Psychology; Sensors; Training; Virtual reality; Kinect; body sensing; rehabilitation; virtual reality;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computer, Consumer and Control (IS3C), 2012 International Symposium on
Conference_Location :
Taichung
Print_ISBN :
978-1-4673-0767-3
Type :
conf
DOI :
10.1109/IS3C.2012.240
Filename :
6228222
Link To Document :
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