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GAVRe<sup>2</sup>: Towards Data-Driven Upper-Limb Rehabilitation with Adaptive-Feedback Gamification

Yujun Lai, Sheila Sutjipto, Matthew D. Clout, Marc G. Carmichael, Gavin Paul

Year
2018
Citations
12

Abstract

This paper presents Game Adaptive Virtual Reality Rehabilitation (GAVRe <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sup> ), a framework to augment upper limb rehabilitation using Virtual Reality (VR) gamification and haptic robotic manipulator feedback. GAVRe <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sup> integrates independent systems in a modular fashion, connecting patients with therapists remotely to increase patient engagement during rehabilitation. GAVRe <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sup> exploits VR capabilities to not only increase the productivity of therapists administering rehabilitation, but also to improve rehabilitation mobility for patients. Conventional rehabilitation requires face-to-face physical interactions in a clinical setting which can be inconvenient for patients. The GAVRe <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sup> approach provides an avenue for rehabilitation in a domestic setting by remotely customizing a routine for the patient. Results are then reported back to therapists for data analysis and future training regime development. GAVRe <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sup> is evaluated experimentally through a system that integrates a popular VR system, a RGB-D camera, and a collaborative industrial robot, with results indicating potential benefits for long-term rehabilitation and the opportunity for upper limb rehabilitation in a domestic setting.

Keywords

RehabilitationVirtual realityComputer scienceArtificial intelligenceHuman–computer interactionMedicinePhysical therapy

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