“Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Institucional da UFU |
Texto Completo: | https://repositorio.ufu.br/handle/123456789/32669 http://doi.org/10.14393/ufu.di.2021.462 |
Resumo: | Stroke is one of the main causes of long-term disability worldwide. Conventional upper limb physiotherapy programs can be tedious, expensive and require physical transportation. Video games can help solve these problems. In fact, recent studies show that health professionals are increasingly interested in using computer games for post-stroke rehabilitation. However, commercial possibilities can be inaccessible and inadequate to the needs of patients and therapists. Also, among academic research solutions, there is a prevalence of: exoskeletons, inertial, magnetic and ultrasonic sensors, all electronics of significant cost and difficult to obtain (imported). In Brazil, it is important to remember that financial conditions can be minimal. In this work, a solution for the following problems: time (for the proper set up of every session; lack of time of the therapist to accompany the rehabilitation sessions), space (for equipment to be stored; for some camera systems to capture the full movement properly), and cost (for private clinicians and patients themselves, some systems can be inaccessible, because they can require sophisticated electronic devices) was attempted, trying to develop a very accessible post-stroke rehabilitation exergame alternative. Thus, a video game with an innovative alternative for tracking the 3D movement of the upper limb was made, after reviewing the bibliographic and patent literature and identifying the needs directly from an occupational therapist and her stroke patients, which uses optical capture with a regular camera and colored sphere markers, while maintaining lightweight real-time processing on mobile devices. The game has 2D and 3D versions, for both Windows and Android, simplified interface and progress monitoring. The fact that the controller can be handcrafted by the users makes the game very low-cost, possible to be distributed worldwide, reaching a large number of people, and possible to be played and monitored remotely. The proposed system was tested in order to find out how accurate it can be, compared to a gold standard system (a goniometer). It has been found that the system has limitations, such as low accuracy at obtuse angles, illumination variation, small spheres (the type of marker utilized), occlusions, camera distortions and motion blur. Still, it can be faster than using fiducial markers or Deep Learning, since it is a simpler algorithm, leading to a higher frame rate, which was demonstrated in this work, and can be very accurate when respecting the aforementioned problems. In conclusion, the system seems promising, due to its accessibility, very low cost, customization to the needs of patients and therapists and good tests results, as a complementary alternative for post-stroke rehabilitation. |
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“Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation“Free to Fly”: Desenvolvimento e avaliação de um novo exergame com um método de rastreamento 3D de baixo custo para reabilitação pós-AVCStrokeAVCRehabilitationReabilitaçãoCameraCâmeraComputer VisionVisão ComputacionalVideo gamesJogos eletrônicosCNPQ::ENGENHARIAS::ENGENHARIA ELETRICAEngenharia elétricaAcidente vascular cerebralVídeogamesReabilitaçãoStroke is one of the main causes of long-term disability worldwide. Conventional upper limb physiotherapy programs can be tedious, expensive and require physical transportation. Video games can help solve these problems. In fact, recent studies show that health professionals are increasingly interested in using computer games for post-stroke rehabilitation. However, commercial possibilities can be inaccessible and inadequate to the needs of patients and therapists. Also, among academic research solutions, there is a prevalence of: exoskeletons, inertial, magnetic and ultrasonic sensors, all electronics of significant cost and difficult to obtain (imported). In Brazil, it is important to remember that financial conditions can be minimal. In this work, a solution for the following problems: time (for the proper set up of every session; lack of time of the therapist to accompany the rehabilitation sessions), space (for equipment to be stored; for some camera systems to capture the full movement properly), and cost (for private clinicians and patients themselves, some systems can be inaccessible, because they can require sophisticated electronic devices) was attempted, trying to develop a very accessible post-stroke rehabilitation exergame alternative. Thus, a video game with an innovative alternative for tracking the 3D movement of the upper limb was made, after reviewing the bibliographic and patent literature and identifying the needs directly from an occupational therapist and her stroke patients, which uses optical capture with a regular camera and colored sphere markers, while maintaining lightweight real-time processing on mobile devices. The game has 2D and 3D versions, for both Windows and Android, simplified interface and progress monitoring. The fact that the controller can be handcrafted by the users makes the game very low-cost, possible to be distributed worldwide, reaching a large number of people, and possible to be played and monitored remotely. The proposed system was tested in order to find out how accurate it can be, compared to a gold standard system (a goniometer). It has been found that the system has limitations, such as low accuracy at obtuse angles, illumination variation, small spheres (the type of marker utilized), occlusions, camera distortions and motion blur. Still, it can be faster than using fiducial markers or Deep Learning, since it is a simpler algorithm, leading to a higher frame rate, which was demonstrated in this work, and can be very accurate when respecting the aforementioned problems. In conclusion, the system seems promising, due to its accessibility, very low cost, customization to the needs of patients and therapists and good tests results, as a complementary alternative for post-stroke rehabilitation.CNPq - Conselho Nacional de Desenvolvimento Científico e TecnológicoDissertação (Mestrado)O AVC é uma das principais causas de invalidez de longo prazo em todo o mundo. Os programas convencionais de fisioterapia para membros superiores podem ser entediantes, caros e requerem transporte físico. Os videogames podem ajudar a resolver esses problemas. Na verdade, estudos recentes mostram que os profissionais de saúde estão cada vez mais interessados em usar jogos de computador para a reabilitação pós-AVC. No entanto, as possibilidades comerciais podem ser inacessíveis e inadequadas às necessidades dos pacientes e terapeutas. Também, entre as soluções de pesquisa acadêmica, prevalecem: exoesqueletos, sensores inerciais, magnéticos e ultrassônicos, todos eletrônicos de custo significativo e de difícil obtenção (importados). No Brasil, é importante lembrar que as condições financeiras podem ser mínimas. Nesse trabalho, uma solução para os seguintes problemas: tempo (para a correta montagem de cada sessão; falta de tempo do terapeuta para acompanhar as sessões de reabilitação), espaço (para equipamentos a serem armazenados; para alguns sistemas de câmeras para captar o movimento completo corretamente) e custo (para médicos particulares e próprios pacientes, alguns sistemas podem ser inacessíveis, porque podem exigir dispositivos eletrônicos sofisticados), tentando desenvolver uma alternativa de exergame de reabilitação pós-AVC muito acessível. Assim, foi feito um videogame com uma alternativa inovadora para rastrear o movimento 3D do membro superior, após revisão da literatura bibliográfica e de patentes e identificação das necessidades diretamente de uma terapeuta ocupacional e de seus pacientes pós-AVC, que utiliza captura óptica com câmera comum e marcadores esféricos coloridos, mantendo o processamento leve em tempo real em dispositivos móveis. O game possui versões 2D e 3D, tanto para Windows quanto para Android, interface simplificada e monitoramento de progresso. O fato de o controle poder ser feito à mão pelos usuários torna o jogo muito barato, podendo ser distribuído mundialmente, atingindo um grande número de pessoas, podendo ser jogado e monitorado remotamente. O sistema proposto foi testado a fim de verificar o quão preciso ele pode ser, comparado a um sistema padrão-ouro (um goniômetro). Verificou-se que o sistema apresenta limitações, como baixa precisão em ângulos obtusos, variação de iluminação, pequenas esferas (o tipo de marcador utilizado), oclusões, distorções da câmera e motion blur. Ainda assim, pode ser mais rápido do que usar marcadores fiduciais ou Deep Learning, pois é um algoritmo mais simples, levando a uma maior taxa de quadros por segundo, o que foi demonstrado neste trabalho, e pode ser muito preciso no que diz respeito aos problemas citados. Em conclusão, o sistema parece promissor, devido à sua acessibilidade, baixíssimo custo, customização às necessidades dos pacientes e terapeutas e bons resultados nos testes, como alternativa complementar à reabilitação pós-AVC.Universidade Federal de UberlândiaBrasilPrograma de Pós-graduação em Engenharia ElétricaNaves, Eduardo Lázaro Martinshttp://lattes.cnpq.br/5450557733379720Lamounier Júnior, Edgard Afonsohttp://lattes.cnpq.br/0239619592699303Andrade, Adriano de OliveiraMorère, YannSouza, Júlia Tannús de2021-08-25T20:41:40Z2021-08-25T20:41:40Z2021-08-18info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfSOUZA, Júlia Tannús de. “Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation. 2021. 94 f. Dissertação (Mestrado em Engenharia Elétrica) - Universidade Federal de Uberlândia, Uberlândia, 2021. DOI http://doi.org/10.14393/ufu.di.2021.462.https://repositorio.ufu.br/handle/123456789/32669http://doi.org/10.14393/ufu.di.2021.462enghttp://creativecommons.org/licenses/by-nc-nd/3.0/us/info:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFUinstname:Universidade Federal de Uberlândia (UFU)instacron:UFU2021-09-20T19:29:31Zoai:repositorio.ufu.br:123456789/32669Repositório InstitucionalONGhttp://repositorio.ufu.br/oai/requestdiinf@dirbi.ufu.bropendoar:2021-09-20T19:29:31Repositório Institucional da UFU - Universidade Federal de Uberlândia (UFU)false |
dc.title.none.fl_str_mv |
“Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation “Free to Fly”: Desenvolvimento e avaliação de um novo exergame com um método de rastreamento 3D de baixo custo para reabilitação pós-AVC |
title |
“Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation |
spellingShingle |
“Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation Souza, Júlia Tannús de Stroke AVC Rehabilitation Reabilitação Camera Câmera Computer Vision Visão Computacional Video games Jogos eletrônicos CNPQ::ENGENHARIAS::ENGENHARIA ELETRICA Engenharia elétrica Acidente vascular cerebral Vídeogames Reabilitação |
title_short |
“Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation |
title_full |
“Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation |
title_fullStr |
“Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation |
title_full_unstemmed |
“Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation |
title_sort |
“Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation |
author |
Souza, Júlia Tannús de |
author_facet |
Souza, Júlia Tannús de |
author_role |
author |
dc.contributor.none.fl_str_mv |
Naves, Eduardo Lázaro Martins http://lattes.cnpq.br/5450557733379720 Lamounier Júnior, Edgard Afonso http://lattes.cnpq.br/0239619592699303 Andrade, Adriano de Oliveira Morère, Yann |
dc.contributor.author.fl_str_mv |
Souza, Júlia Tannús de |
dc.subject.por.fl_str_mv |
Stroke AVC Rehabilitation Reabilitação Camera Câmera Computer Vision Visão Computacional Video games Jogos eletrônicos CNPQ::ENGENHARIAS::ENGENHARIA ELETRICA Engenharia elétrica Acidente vascular cerebral Vídeogames Reabilitação |
topic |
Stroke AVC Rehabilitation Reabilitação Camera Câmera Computer Vision Visão Computacional Video games Jogos eletrônicos CNPQ::ENGENHARIAS::ENGENHARIA ELETRICA Engenharia elétrica Acidente vascular cerebral Vídeogames Reabilitação |
description |
Stroke is one of the main causes of long-term disability worldwide. Conventional upper limb physiotherapy programs can be tedious, expensive and require physical transportation. Video games can help solve these problems. In fact, recent studies show that health professionals are increasingly interested in using computer games for post-stroke rehabilitation. However, commercial possibilities can be inaccessible and inadequate to the needs of patients and therapists. Also, among academic research solutions, there is a prevalence of: exoskeletons, inertial, magnetic and ultrasonic sensors, all electronics of significant cost and difficult to obtain (imported). In Brazil, it is important to remember that financial conditions can be minimal. In this work, a solution for the following problems: time (for the proper set up of every session; lack of time of the therapist to accompany the rehabilitation sessions), space (for equipment to be stored; for some camera systems to capture the full movement properly), and cost (for private clinicians and patients themselves, some systems can be inaccessible, because they can require sophisticated electronic devices) was attempted, trying to develop a very accessible post-stroke rehabilitation exergame alternative. Thus, a video game with an innovative alternative for tracking the 3D movement of the upper limb was made, after reviewing the bibliographic and patent literature and identifying the needs directly from an occupational therapist and her stroke patients, which uses optical capture with a regular camera and colored sphere markers, while maintaining lightweight real-time processing on mobile devices. The game has 2D and 3D versions, for both Windows and Android, simplified interface and progress monitoring. The fact that the controller can be handcrafted by the users makes the game very low-cost, possible to be distributed worldwide, reaching a large number of people, and possible to be played and monitored remotely. The proposed system was tested in order to find out how accurate it can be, compared to a gold standard system (a goniometer). It has been found that the system has limitations, such as low accuracy at obtuse angles, illumination variation, small spheres (the type of marker utilized), occlusions, camera distortions and motion blur. Still, it can be faster than using fiducial markers or Deep Learning, since it is a simpler algorithm, leading to a higher frame rate, which was demonstrated in this work, and can be very accurate when respecting the aforementioned problems. In conclusion, the system seems promising, due to its accessibility, very low cost, customization to the needs of patients and therapists and good tests results, as a complementary alternative for post-stroke rehabilitation. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-08-25T20:41:40Z 2021-08-25T20:41:40Z 2021-08-18 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
SOUZA, Júlia Tannús de. “Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation. 2021. 94 f. Dissertação (Mestrado em Engenharia Elétrica) - Universidade Federal de Uberlândia, Uberlândia, 2021. DOI http://doi.org/10.14393/ufu.di.2021.462. https://repositorio.ufu.br/handle/123456789/32669 http://doi.org/10.14393/ufu.di.2021.462 |
identifier_str_mv |
SOUZA, Júlia Tannús de. “Free to Fly”: Development and evaluation of a novel exergame with a low-cost 3D tracking method for post-stroke rehabilitation. 2021. 94 f. Dissertação (Mestrado em Engenharia Elétrica) - Universidade Federal de Uberlândia, Uberlândia, 2021. DOI http://doi.org/10.14393/ufu.di.2021.462. |
url |
https://repositorio.ufu.br/handle/123456789/32669 http://doi.org/10.14393/ufu.di.2021.462 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.rights.driver.fl_str_mv |
http://creativecommons.org/licenses/by-nc-nd/3.0/us/ info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
http://creativecommons.org/licenses/by-nc-nd/3.0/us/ |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Universidade Federal de Uberlândia Brasil Programa de Pós-graduação em Engenharia Elétrica |
publisher.none.fl_str_mv |
Universidade Federal de Uberlândia Brasil Programa de Pós-graduação em Engenharia Elétrica |
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reponame:Repositório Institucional da UFU instname:Universidade Federal de Uberlândia (UFU) instacron:UFU |
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Universidade Federal de Uberlândia (UFU) |
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UFU |
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UFU |
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Repositório Institucional da UFU |
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Repositório Institucional da UFU |
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Repositório Institucional da UFU - Universidade Federal de Uberlândia (UFU) |
repository.mail.fl_str_mv |
diinf@dirbi.ufu.br |
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1813711382117351424 |