R. F. Batista, R. Kuteken, U. Bayao, J. M. Rosário, Didier Dumur
{"title":"Simulation of hybrid system for reproducing bilateral gait through dynamic model","authors":"R. F. Batista, R. Kuteken, U. Bayao, J. M. Rosário, Didier Dumur","doi":"10.1109/ICVR.2015.7358627","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358627","url":null,"abstract":"This paper presents a kinematic and dynamic motion analyses through model simulation with hybrid system of the lower limbs for training and rehabilitation of the human gait.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122898413","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Pouliot-Laforte, M. Lemay, L. Ballaz, E. Auvinet
{"title":"Exergame development for dynamic postural control training: Automaticaly detecting the naturally adopted base of support using a Kinect camera","authors":"A. Pouliot-Laforte, M. Lemay, L. Ballaz, E. Auvinet","doi":"10.1109/ICVR.2015.7358616","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358616","url":null,"abstract":"In order to train the medial-lateral weight-shifting ability, the base of support width must be taken into account. This study proposes a procedure coupling a Wii balance board to a Kinect and to express the center of pressure displacement relative to the naturally adopted base of support width.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"196 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134101616","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Deutsch, J. Rothman, Bryan Barker, Andrew Grando, H. Damodaran
{"title":"The effect of video game interaction on walking intensity: Preliminary study of young, older adults and persons post-stroke","authors":"J. Deutsch, J. Rothman, Bryan Barker, Andrew Grando, H. Damodaran","doi":"10.1109/ICVR.2015.7358597","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358597","url":null,"abstract":"Intro: Multiple barriers and facilitators limit physical activity for young and older healthy adults as well as individuals post-stroke. Barriers have found to differ between populations with pain and fatigue as limiting factor for persons post-stroke compared to motivation and time for healthy controls. The use of video games may serve the dual purpose of increasing motivation and distracting participants from pain or fatigue. While exercise intensity during video game play has been fairly well characterized in young adults, less is known about their ability to increase exercise intensity in older adults and people post-stroke. Further most of these games have been studied without coupling them to existing exercise devices. Therefore the purpose of this preliminary study was to determine if the addition of a video game to an already familiar task of treadmill walking increased exercise intensity (measured with HR, cadence and speed) and decreased perceived rate of exertion (RPE) for young, older adults and persons post-stroke. Methods Young (n= 6), older adults (n=5) and individuals post-stroke (n=5) participated in this study. They were randomly assigned to walk and step on a treadmill with and without the Nintendo Wii Fit Free Running video game for three-minute bouts. HR, cadence and speed were measured. Data were analyzed using a 2 × 2 RM Factorial ANOVA to compare young and older adults and older adults and people post-stroke. Paired t-tests corrected for multiple comparisons were used as Post-hoc tests. Results: Young vs Older Adults: There was a significant interaction for HR (F = 5.3; p=.047), Young participants had a higher heart than older adults with the VE. There was a significant difference in cadence (main effect for VE (F = 11.8, p = .007). Both young (t = 2.5, p =.049) and older adults (t= 2.8, p = .048) increased their cadence with the VE. There was a significant difference in speed (F= 7.482, p= .023), younger adults were faster than older adults. Older vs Post-Stroke There were significant differences between groups for HR (F = 19.076, p = .003), cadence (F= 22.8 p=.002) and speed. Conclusion: The addition of video game to treadmill walking increased exercise intensity for young participants (HR and cadence) and older adults (cadence) but not for persons post-stroke.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131592296","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
T. Luu, Yongtian He, Samuel Brown, Sho Nakagome, J. Contreras-Vidal
{"title":"A closed-loop brain computer interface to a virtual reality avatar: Gait adaptation to visual kinematic perturbations","authors":"T. Luu, Yongtian He, Samuel Brown, Sho Nakagome, J. Contreras-Vidal","doi":"10.1109/ICVR.2015.7358598","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358598","url":null,"abstract":"The control of human bipedal locomotion is of great interest to the field of lower-body brain computer interfaces (BCIs) for rehabilitation of gait. While the feasibility of a closed-loop BCI system for the control of a lower body exoskeleton has been recently shown, multi-day closed-loop neural decoding of human gait in a virtual reality (BCI-VR) environment has yet to be demonstrated. In this study, we propose a real-time closed-loop BCI that decodes lower limb joint angles from scalp electroencephalography (EEC) during treadmill walking to control the walking movements of a virtual avatar. Moreover, virtual kinematic perturbations resulting in asymmetric walking gait patterns of the avatar were also introduced to investigate gait adaptation using the closed-loop BCI-VR system over a period of eight days. Our results demonstrate the feasibility of using a closed-loop BCI to learn to control a walking avatar under normal and altered visuomotor perturbations, which involved cortical adaptations. These findings have implications for the development of BCI-VR systems for gait rehabilitation after stroke and for understanding cortical plasticity induced by a closed-loop BCI system.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131600974","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Using a 3D hand motion controller in a virtual power wheelchair simulator for navigation-reaching","authors":"G. Tao, P. Archambault","doi":"10.1109/ICVR.2015.7358615","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358615","url":null,"abstract":"This study evaluated the use of a 6 degree-of-freedom hand motion controller as an interface for implementing a reaching component to the miWe powered wheelchair simulator. We determined concordance of task times, number of movements, and task behaviours between simulator (VR) and the real world (RW) in three navigation-reaching tasks. Task times and number of joystick and reaching movements were greater overall in VR than in RW. Collisions and reaching errors were more numerous in VR and 15 of 22 behaviours across three tasks were concordant between VR and RW. We concluded that PW users approached tasks with similar strategies in VR, but had more difficulty completing tasks, compared to RW.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132733022","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
L. Struber, A. Courvoisier, P. Cinquin, V. Nougier
{"title":"Development of a method and software for human motion training based on an inertial measurement units system","authors":"L. Struber, A. Courvoisier, P. Cinquin, V. Nougier","doi":"10.1109/ICVR.2015.7358578","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358578","url":null,"abstract":"Rehabilitation and training is generally performed under control of a specialist. However the possibility to self-train motion as effectively as it would be done with an expert has clearly many advantages. One can indeed choose time, duration and place of his training. This paper presents the development of a software based on real-time data collecting from IMUs (Inertial Measurement Units) for human motion self-training. By choosing adequate location for the IMUs, and parameters (anatomic angles) of the movement to control, the system will be able to monitor every single motion of the user. The software allows to choose any body segment and to compute angles between any IMUs in 3 dimensions or in projection in anatomical planes. After defining the movement to control, the user needs to record several optimal movements so as to specify the reference and the boundaries of what will be set as the acceptable motion. Then, the software allows the user to repeat the movement as many times as he wants and displays a visual feedback showing the compliance between the reference and the actual motion. Recording the reference motion with the instructions of an expert will allow using it as an efficient tool for self-rehabilitation or self-training.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123493106","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Miguel Bernardes, F. Barros, M. Simões, M. Castelo‐Branco
{"title":"A serious game with virtual reality for travel training with Autism Spectrum Disorder","authors":"Miguel Bernardes, F. Barros, M. Simões, M. Castelo‐Branco","doi":"10.1109/ICVR.2015.7358609","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358609","url":null,"abstract":"Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder characterized by impairments in social interaction and repetitive patterns of behavior. This article describes the creation of a serious game that prepares individuals with ASD to use buses as a mean of transportation. Virtual reality (VR) support was added, increasing the feeling of presence and the realism of the experience, thus increasing its potential as a learning tool. The game is currently being developed using the Unity game engine and uses the Oculus Rift as virtual reality headset. Preliminary results prove the viability of the experiment and the acceptance from individuals with ASD towards the use of the VR setup. In conclusion, the project aims to understand how games and virtual reality can be used to improve the capabilities of individuals with ASD, and help them live more independently.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128341699","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Keynote lecture 4: Cognetics in neuroscience and rehabilitation","authors":"O. Blanke","doi":"10.1109/ICVR.2015.7358565","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358565","url":null,"abstract":"Dr. Olaf Blanke is founding director of the Center for Neuroprosthetics and Bertarelli Foundation Chair in Cognitive Neuroprosthetics at the Ecole Polytechnique Fédérale de Lausanne (EPFL). He also directs the Laboratory of Cognitive Neuroscience at EPFL and is Professor of Neurology at the Department of Neurology at the University Hospital of Geneva. Blanke's human neuroscience research is dedicated to the understanding of how the brain represents our body and the neuroscientific study of consciousness using human neuroimaging techniques. In clinical neuroscience he pursues invasive neurosurgical investigations as well as neuroprosthetics investigations in neurological, orthopaedic, and psychiatric patients. He pioneered cognitive neuroprosthetics by using engineering techniques such as robotics, haptics, virtual reality and most became interested in developing cognetics: robotics to study mind, cognition, and consciousness.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128924840","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bulmaro A. Valdés, Navid Shirzad, Chai-Ting Hung, H. F. Machiel van der Loos, S. Glegg, Erin Reeds
{"title":"Visualisation of two-dimensional kinematic data from bimanual control of a commercial gaming system used in post-stroke rehabilitation","authors":"Bulmaro A. Valdés, Navid Shirzad, Chai-Ting Hung, H. F. Machiel van der Loos, S. Glegg, Erin Reeds","doi":"10.1109/ICVR.2015.7358571","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358571","url":null,"abstract":"Kinematic data from two stroke participants and a healthy control were collected using a novel bimanual rehabilitation system. The system employs two customized PlayStation Move Controllers and an Eye camera to track the participants' hand movements. In this study, the participants played a Facebook game by symmetrically moving both hands to control the computer's mouse cursor. The collected data were recorded during one game session, and movement distribution analysis was performed to create density plots of each participant's hand motion in the XY plane. This type of kinematic information that can be gathered by rehabilitation systems with motion tracking capabilities has the potential to be used by therapists to monitor and guide home-based rehabilitation programs.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126932198","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Virtual reality and serious games for rehabilitation","authors":"P. Abellard, A. Abellard","doi":"10.1109/ICVR.2015.7358602","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358602","url":null,"abstract":"The paper presents a tool developed to quantify and improve cognitive and physical abilities of elderly and/or disabled using the concept of Serious Games.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"31 9","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113994043","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}