Rehabilitation Clinical Trial
Official title:
The Investigation of Effectiveness of Leap Motion Based Exercises in Upper Extremity Rehabilitation of The Children
Juvenile Idiopathic Arthritis (JIA), Cerebral Palsy (CP), and Obstetric Brachial Plexus
Injury (OBPI) are the most common disorders that cause upper extremity impairments in
children. Depending on the underlying pathologies, the common symptoms of these disorders are
the limitations of the upper extremity joint movement angles, muscle imbalance and the
functional limitations caused by the contracture due to these problems. Daily life activities
such as feeding, personal care, and self mobility activities that use upper extremity are
commonly limited with these children. Physical rehabilitation is mostly used to address these
problems. However, the process of rehabilitation is difficult and lengthy. In addition, most
of the time, classical rehabilitation is discouraging for many young patients. Employment of
digital technology has been gaining momentum in addressing the above rehabilitation problems
among the medical professionals.
By utilizing exciting new sensor technologies, such as Microsoft Kinect, Nintendo Wii and
Leap Motion, practical game based rehabilitation applications have been becoming popular.
Video Based Games (VBG) that adopt the these technologies as Human Computer Interaction (HCI)
interfaces are recently used successfully for the task of rehabilitation. The Leap Motion
device, one of the new examples of these technologies, has a very small form factor. It
includes two near infrared stereoscopic cameras to capture hand images of patients to produce
3 Dimensional (3D) positions of hand joints at a very fast rate with a sufficient positional
precision.
There have been examples that use motion sensor based VBG's for the rehabilitation of
different types of patient groups. Compared to classical rehabilitation practices, these
applications provide many advantages such as ease of use, repeatableness, and instantaneous
measurable feedback. In addition, the young patients involved in these applications
demonstrated willingness to participate in these activities and they showed considerable
progress in upper extremity rehabilitation. However, these VBG's were mostly developed for
general public and it was often suggested to develop VBG's for the specific task of upper
extremity rehabilitation of children. It is known that upper extremity specific VBG's and
their applications are very limited both at the global and domestic levels.
With this project, we plan to design and develop specialized Leap Motion based VBG's for the
children diagnosed with JIA, CP, and OBPI. These VBG's will be designed to be easy to use and
motivating for the children. They will automatically lead the patients to correct hand
exercises and they will provide mechanisms for online performance measurements of the
patients. The performance results from the patients will be compared with the results from
the classical rehabilitation applications by the standards of The International
Classification of Functioning (ICF). These games will provide complete Turkish language
support for the extended national dissemination of the project outputs.
The proposed project is inherently a multi disciplinary work that requires very close
interaction of phisiotherapists, software experts, and HCI specialists and efficient
application of the these games for the patients. There will be specialized games for each
disorder. These games will utilize the outputs from the Leap Motion device that will produce
3D hand joint positions and joint angles. Realistic animations of hand and virtual
environments will provide a motivating exercise game platform for the patients.The
performance measurements of the patients will be repeated for each game session. There will
be game parameters for the game duration, difficulty level, and hand joints in focus. The
game hand movements will reflect daily life activities for the rehabilitation purposes which
would make our games different from the general public games. The project findings at end of
the project on best game usage frequency and durations, the effectiveness of the designed
VBG's and other results will be shared with the scientific community through publications and
seminars.
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