VR collaboration between RBWH Burns and Occupational Therapy Departments, HBI and the University of Queensland
Markerless Motion Capture System to Detect Upper Limb Movement during Rehabilitation using Video Games
Kate McNamara, Antonio Padilha Lanari Bo, Andrea McKittrick, Giovanna Tornatore, Sue Laracy, Mathilde Desselle. Markerless Motion Capture System to Detect Upper Limb Movement during Rehabilitation using Video Games. 2022 IEEE 10th International Conference on Serious Games and Applications for Health (SeGAH) (Sydney, Australia, August 2022). DOI: 10.1109/SEGAH54908.2022.9978581
Abstract: This paper presents a method that analyzes the frequency and duration of upper limb movement during rehabilitation using video games. In particular, an algorithm based on markerless motion capture employs a video recorded from behind the user to segment and classify elbow flexion and extension and shoulder abduction and rotation. The proposed method was evaluated in a study involving participants during burn rehabilitation. Within the implemented protocol, participants used two video games, namely Beatsaber when using an Oculus Quest virtual reality headset and Wii Sports when using a Nintendo Wii. The results demonstrate the feasibility to employ markerless motion capture in the clinical environment. Limitations of this method were also highlighted.
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Handy Juice Bar: a Hand Rehabilitation Game using Immersive VR and Finger Tracking
Bianca Zhang, Antonio Padilha Lanari Bo, Andrea McKittrick, Giovanna Tornatore, Sue Laracy, Lexi Townsend, Mathilde Desselle. Handy Juice Bar: a Hand Rehabilitation Game using Immersive VR and Finger Tracking. 2022 IEEE 10th International Conference on Serious Games and Applications for Health (SeGAH) (Sydney, Australia, August 2022) DOI: 10.1109/SEGAH54908.2022.9978599
Abstract—Virtual reality is a part of normal daily activities for many people. Over time this modality has been adopted into healthcare to complement interventions and treatments. Benefits of immersive Virtual Reality Rehabilitation (VRR) may include increased motivation and an improved transfer of
skills to real-world daily tasks which fits with core principles of occupational therapy practice. The introduction of VR headsets featuring controller-free finger tracking has allowed for the development of VRR games that do not need VR controllers. This is beneficial as patients with upper limb trauma may have difficulties with or may be unable to use VR controllers. In this paper, we present the development of a VRR game called “Handy Juice Bar”. We outline the process of design and development of this VRR, as well as a preliminary study to evaluate the performance in the game of upper limb rehabilitation patients. Twenty participants were recruited at occupational therapy services of one acute and one subacute hospital.
Read the article here or download a PDF of the article here.