Development of Real-Time System for Biomechanical Analysis of Upper Limb Movement, using Augmented Reality Technology

Roghayeh Barmaki

Musculoskeletal (MSK) injuries are the leading cause of disability in most developed countries, affecting about 54% of entire adult population, roughly twice the rate of heart and lung diseases. While it is well-accepted that physical rehabilitation is a critical component of treatment for MSK conditions, establishing a precise, targeted, individualized rehabilitation remains challenging due to the dynamic nature of MSK injuries. To overcome this limitation, we teamed up with physical therapists, and physical medicine and rehabilitation specialists to propose a novel, non-intrusive Augmented Reality system that tracks range of motion (ROM) without multiple cameras or body sensors. The proposed system can reliably measure ROM and other biomechanical properties, such as angular velocity in a clinically meaningful way. Using our system is easy, and even patients can conveniently and accurately measure their ROM without direct supervision. Hence, we aim to extend the usability of this affordable system to tele-rehabilitation applications.

Video Game Based Active Exercise Program and Follow up in the Conservative Treatment of Adolescent Idiopathic Scoliosis

Nilgun Bek

Idiopathic scoliosis is commonly seen in adolescent population (10-16 years). Conservative treatment of scoliosis includes different exercise and bracing approaches. During growth, scoliotic patients are expected to perform exercise regularly. Yet the challenge is that adolescents do not prioritize exercise as they mostly find it boring, therefore get distracted easily. The very purpose of this project is to render exercise sessions more appealing to the children and adolescents with scoliosis. Thus, we are developing a video-game, which includes different protocols regarding the corrective exercises. In this process, the admin (health professional) can assign specific games to the player, that are designed to serve as an exercise that corresponds to a specific scoliosis curve pattern.

Once the game is finished, the system extracts and delivers objective data and graphs to the specialist about the patient’s performance.

This video game based scoliosis exercise system should include following characteristics:

  1. The movement system is described for specific data enter
  2. A wearable unit with sensors, measures the individual’s movement ability according to the stimulus and produces numeric data
  3. The system assesses the movement’s duration and also arranges the movement’s time, interval, intensity characteristics based on the chosen exercise model
  4. The system collects and records the data, then transforms it into numeric form or graphics
  5. The score of the patient can be provided by the system to make comparisons easy
  6. The exercises can be improved in time and according to patient’s improvement

For the long-term vision, a mobile application will be designed in order for the therapists to follow their patients from distance in a systematic fashion with access to their own individual files.

Mobile Application and active video game for Nano-Activity Pause (NAP) impact on stress and fitness in office workplace

Andrée-Anne Parent

Office workers have a high incidence of developing musculoskeletal symptoms and cardiovascular diseases due to the amount of time using computers, being in a sedentary position, and the exposure to stress. Physical activity can decrease these risks. The objective is to use a mobile application and an active video game to decrease stress and improve the fitness of workers in the office workplace. Methods: Participants will be recruiting to participate to a NAP in their workplace. During 8 weeks, the participants will receive a reminder on their cell-phone device 3 times a day, 5 days a week to perform a NAP. The NAP duration will be around 5 minutes, where the participant, 1 times a day, have to play on their cell-phone to a respiration game and 2 times a day, need to walk close to the coffee machine for a warm-up, play a high-intensity training game for 3 minutes, and return by walk to their work for the cool-down. A fitness assessment will be performed and fill the Job Stress Survey every week before and after the project. The pre-tests result shown that most of the participant appreciated the NAP and was possible to do it during a work day without be a limit to their work.

Home Based Virtual Rehabilitation for upper extremity functional recovery post-stroke

Amanda Cronce

After stroke, sustained hand rehabilitation training is required for continuous improvement and maintenance of distal function.  An ideal home-based telerehabilitation system has to be low cost, easy to set up, effective in motivating the user to use it every day, generate progress reports to the user for self-tracking, and provide daily monitoring to remote clinicians. In this demo, we will show a system designed and implemented in our lab; the NJIT Home-based Virtual Rehabilitation System (NJIT HoVRS). For NJIT HoVRS, we have a library of 12 games that target arm, finger, and wrist movement to complete in-game tasks.  The system is comprised of a laptop with the library of games, the Leap Motion hand and arm tracking device, and an optional anti-gravity arm support.  In order to accommodate users of varying ability, the games are adjustable through initial calibration as well as adaptive algorithms.

Simulating the Experience of the Home Environment

Kevin Ponto

Users will experience a virtual reality simulation of real home environments.  These environments were captured using 3D laser scanning technology and resulted in a large amount of data.  In the conjunction with our paper presentation “Simulating the Experience of Home Environments” and will show off our developed visualization techniques.  We will demonstrate these environments using an Oculus Rift CV1 and laptop.   Users will be able to see for themselves how these experiences of these simulated real world environments are different from the normal computer generated experiences.

Development of virtual tasks for remediation of memory and executive functions deficits in neuropsychiatric disorders

Iveta Fajnerová

Cognitive deficit was documented in many neuropsychiatric disorders, such as schizophrenia, OCD, bipolar disorder or Alzheimer disease. Thus cognitive remediation of these affected abilities is crucial for the long-term therapeutic approach.

We would like to address the problem by presenting two methods aimed on remediation of such deficit in ecologically valid environment of virtual reality environments. In the Virtual Supermarket Shopping task, subject is supposed to remember a list of products and find them in the shop. The number of items on the list increases only when respondent is able to remember them correctly. The task focuses on verbal memory and ability to use encoding strategies. In the second method, the virtual Episodic Memory Task (vEMT), respondent is supposed to collect items from different places in the family house and remember their identity, location and order. At the moment, vEMT has four levels with increasing difficulty and is used to assess episodic-like memory.

A Virtual Coach for Upper-Extremity Myoelectric Prosthetic Rehabilitation

Richard Woodward

We present here our latest prototype for a computer-based prosthetic training system. Our demo consists of a portable virtual reality environment (using Google’s Daydream technology) and a clinical-level electromyography (EMG) system. Demo participants will be immersed in a virtual ‘room’, where they will train an algorithm to recognize seven hand and wrist based activities (including wrist flexion/extension and hand open/close), followed by a 3D virtual reality ‘bubble burst’ game, where the participant will need to perform the correct wrist/hand activity to burst a number of colourful falling bubbles. The game’s purpose is to keep amputee participants engaged while training their prosthetic system by using fun and immersive gaming environments.