Adaptive videogame platform for interactive upper extremity rehabilitation

Document Type

Conference Proceeding

Publication Date

1-1-2007

Abstract

Virtual reality (VR) technology is a popular application for physical rehabilitation but there is a constant need for more accessible and affordable systems. This recreational rehabilitation VR game platform can be used as an independent therapy supplement without bulky laboratory equipment and is inexpensive, motivating, and adaptable. The system can run in any lit room and the interactive features and simulations can be easily modified or imported. A real-time method of capturing hand movements with a webcam using programmed color detection mechanisms is implemented. Based on specific pixel value green and blue color markers are tracked and simultaneously given coordinates in the simulated virtual environment (VE). The player sees representations of their hands, allowing them to move and interact within the VEs. After repetition and involvement in the games, mobility of the upper extremities may improve. The platform that implements these VEs is built in Simrobot, a public domain Matlab toolbox package for autonomous robot simulation. The toolbox is expanded and optimized to create a viable platform for videogames. Alterations to the function of Simrobot include modifications to the base inputs and algorithms allowing camera initiation, color detection, and position sensor data and analysis. Objects and algorithms for movements and interactions can easily be imported thus providing the adaptable need in VR rehabilitation. © 2007 IEEE.

Identifier

48749130410 (Scopus)

ISBN

[1424410339, 9781424410330]

Publication Title

Proceedings of the IEEE Annual Northeast Bioengineering Conference Nebec

External Full Text Location

https://doi.org/10.1109/NEBC.2007.4413385

ISSN

1071121X

First Page

277

Last Page

278

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