Abstract

The virtual rehabilitation system combining virtual rehabilitation environment and upper limb rehabilitation technology is interactive and interesting, which can improve the enthusiasm and initiative of patients for rehabilitation training, improve the efficiency of rehabilitation training and improve the effect of rehabilitation treatment. This paper firstly conducts in-depth research and analysis on the research progress of the upper limb rehabilitation robot system, and deeply studies the principle and rehabilitation principle of the stroke caused by hemiplegic dyskinesia, and summarizes the goals and methods of the upper limb rehabilitation system design. Secondly, the hand motion tracking is realized by Kinect’s bone tracking, and the optimal tracking distance is determined experimentally, which verifies the stability and robustness of the tracking. Static gesture recognition adopts two gesture recognition schemes based on Kinect depth image and color space model respectively. Finally, using the rehabilitation robot and Kinect sensor as the hardware platform, the virtual rehabilitation training system experimental platform is constructed, and the horizontal rehabilitation exercise and the three-dimensional space rehabilitation exercise are respectively studied experimentally, and the exercise data obtained by using healthy subjects as the experimental object is analyzed. Based on this, the validity and feasibility of the Kinect-based upper limb exercise rehabilitation interactive system were verified.

Highlights

  • Stroke-induced limb dyskinesia is currently a more effective method for rapid rehabilitation after treatment

  • Based on the above analysis, based on the theoretical medical basis of the upper limb rehabilitation process and the basic characteristics of the patient, we summarize the basic objectives of upper limb rehabilitation: (1) Correct the abnormal movement pattern of the upper limbs and enhance the coordination of the joint movements of the upper limbs

  • In the ‘‘wipe table’’ virtual rehabilitation environment, the black point stain is erased by the Kinect sensor gesture recognition controlling the square inside the virtual scene

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Summary

INTRODUCTION

Stroke-induced limb dyskinesia is currently a more effective method for rapid rehabilitation after treatment. C. LIMB MOTION TRACKING BASED ON KINECT BONE TRACKING The purpose of motion tracking in this paper is to control the target point in the rehabilitation game by acquiring the real-time position information of the upper limb and the hand, and realize more natural human-computer interaction between the patient and the rehabilitation game. In order to achieve natural human-computer interaction and virtual rehabilitation training between patients, real-time data of the upper limbs and hands of the human body are needed to simulate rehabilitation training. These real-time data are obtained by tracking the bone movement through the Kinect sensor. It can be seen from the above formula that the smoother the motion trajectory and the shorter the motion time, the smaller the NJS value indicating the smoothness of the motion trajectory, and the better the patient’s ability to control and coordinate the limb

KINECT-BASED UPPER LIMB REHABILITATION INTERACTION
COMPARATIVE EXPERIMENTAL ANALYSIS
CONCLUSION
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