Abstract

Biofeedback therapy trains the patient to control voluntarily the involuntary process of their body. This non-invasive and non-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or even in neurological aspects within occupational therapy. The idea behind this study is based on using immersive gaming as a tool for physical rehabilitation that combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. This game is aimed towards addressing the basic treatment for ‘Frozen Shoulder’. In this work, the physical motions are captured by the wearable ultrasonic sensor attached temporarily to the various limbs of the patient. The data received from the sensors are then sent to the game via serial wireless communication. There are two main aspects to this study: motion capturing and game design. The current status of the application is a single ultrasonic detector. The experimental result shows that physio-therapeutic patients are benefited through the IoT based virtual reality game.

Highlights

  • Physical therapy is always a big part of rehabilitation, but no one wants to do the exercises

  • The results show that Virtual Reality (VR)-based balance rehabilitation effectively increases the limit of dizziness, quality of life and stability of patients with this disease

  • This paper presents the exploration and implementation of human-computer interaction (HCI) concepts to enhance the experience of patients undergoing a physical rehabilitation

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Summary

Introduction

Physical therapy is always a big part of rehabilitation, but no one wants to do the exercises. The purpose of this training is to improve muscles strength and facilitating fast recovery of injured areas. The Internet-of-Things (IoT) is a network in which electronic devices, software, sensors, actuators and connections are placed. This network consists of physical devices, tools, household appliances and other items that allow objects to bind and modify data. IoT is about making actual physical objects usable in the digital domain

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