Abstract
In recent years, advancements in human–computer interaction (HCI) have enabled the development of versatile immersive devices, including Head-Mounted Displays (HMDs). These devices are usually used for entertainment activities as video-gaming or augmented/virtual reality applications for tourist or learning purposes. Actually, HMDs, together with the design of ad-hoc exercises, can also be used to support rehabilitation tasks, including neurocognitive rehabilitation due to strokes, traumatic brain injuries, or brain surgeries. In this paper, a tool for immersive neurocognitive rehabilitation is presented. The tool allows therapists to create and set 3D rooms to simulate home environments in which patients can perform tasks of their everyday life (e.g., find a key, set a table, do numerical exercises). The tool allows therapists to implement the different exercises on the basis of a random mechanism by which different parameters (e.g., objects position, task complexity) can change over time, thus stimulating the problem-solving skills of patients. The latter aspect plays a key role in neurocognitive rehabilitation. Experiments obtained on 35 real patients and comparative evaluations, conducted by five therapists, of the proposed tool with respect to the traditional neurocognitive rehabilitation methods highlight remarkable results in terms of motivation, acceptance, and usability as well as recovery of lost skills.
Highlights
IntroductionA typical example in this direction is represented by the new generation of video surveillance systems [3,4,5,6,7]
In recent years, computer vision and graphics to support complex frameworks in human–computer interactions (HCI) are becoming increasingly important to address a wide range of application areas [1,2].Nowadays, more and more critical tasks see advanced interactions between complex systems and users, or more in general, between intelligent environments and users, so that the latter can interact, more or less voluntarily, with smart and autonomous applications
The tool allows therapists to implement the different exercises on the basis of a random mechanism by which different parameters can change over time, stimulating the problem-solving skills of patients. The latter aspect plays a key role in neurocognitive rehabilitation
Summary
A typical example in this direction is represented by the new generation of video surveillance systems [3,4,5,6,7]. In these systems, vehicles and people are detected and tracked over time within video streams and, at the same time, their actions and behaviours are encoded and classified in order to have a sort of smart understanding of what is happening inside a scenario, allowing a quick identification of dangerous situations or events of interest. Other scenarios of complex interaction between humans and computers in which systems are driven by users’ input are, for example, the re-identification systems [18,19], in which the matching between a probe person and a set of gallery
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