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Virtual human based rehabilitation therapy guiding  

Virtual human based rehabilitation therapy guiding  

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Remote rehabilitation applications still have limited deployment. The path to achieve greater user acceptance and adherence lies in the provision of solutions in their real-life context. Such acceptance is gained through flexibility provided in terms of location, client device, interaction means, and content.This article presents a universal remote...

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... the dummy virtual human reproducing the exercises, a simple model was selected to avoid stigmatisation. The developed virtual therapist and dummy concepts are shown in Figure 3. Additionally, work is being carried out to identify under-activity and the recognition of evolution trends to suggest the medical professional a therapy / rehabilitation phase change. ...

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Telerehabilitation can promote innovation in the definition of optimal rehabilitation pathway by treating chronic patients at home. In this perspective, DoMoMEA project aimed at developing a tele-rehabilitation system based on multiple inertial sensors specifically designed for neuro-muscular rehabilitation for stroke patients. In this specific stu...

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... For instance, a few suppliers are as of now exploring different avenues regarding frameworks that remotely interface the greater part of the different sensors measuring vitals in the crisis or escalated mind units. 9 These frameworks mean to decrease the observing weight on suppliers in quick paced situations, with investigation distinguishing concealed connections between's key signs, dealing with genuine changes in condition that require prompt activity, from a patient essentially moving over in informal lodging crushing close a line. Once more, sensors, which just make information, are just the initial step. ...
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IOT is the propelled organize framework of network, transportation and innovation. IOT brilliant gadgets can execute the offices of remote wellbeing observing and furthermore crisis notice framework. IOT has obvious use of keen human services framework. In the medicinal services framework the featured arrangements and systems that assistance to the specialists and researchers and specialists who create shrewd gadget which is the up-degree to the current innovation. This outline paper communicates that how IOT interrelate to various structure including the wise social protection which is one of the normal system and security in the therapeutic web of things. Human administrations structure has the surveillance that proposed the need of splendid devices and clever things to decrease the inefficiency of available therapeutic administrations system and utilizing these gadgets how potential care will be taken for tolerance and furthermore talk about the five hints for how to secure The IOT based security for restorative. Index Terms: Internet of things (IOT), frame work for health care, smart medical devices, smart healthcare, potential care in medical things, Security in health care
... For instance, a few suppliers are as of now exploring different avenues regarding frameworks that remotely interface the greater part of the different sensors measuring vitals in the crisis or escalated mind units. 9 These frameworks mean to decrease the observing weight on suppliers in quick paced situations, with investigation distinguishing concealed connections between's key signs, dealing with genuine changes in condition that require prompt activity, from a patient essentially moving over in informal lodging crushing close a line. Once more, sensors, which just make information, are just the initial step. ...
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Full-text available
IOT is the propelled organize framework of network, transportation and innovation. IOT brilliant gadgets can execute the offices of remote wellbeing observing and furthermore crisis notice framework. IOT has obvious use of keen human services framework. In the medicinal services framework the featured arrangements and systems that assistance to the specialists and researchers and specialists who create shrewd gadget which is the up-degree to the current innovation. This outline paper communicates that how IOT interrelate to various structure including the wise social protection which is one of the normal system and security in the therapeutic web of things. Human administrations structure has the surveillance that proposed the need of splendid devices and clever things to decrease the inefficiency of available therapeutic administrations system and utilizing these gadgets how potential care will be taken for tolerance and furthermore talk about the five hints for how to secure The IOT based security for restorative. Index Terms: Internet of things (IOT), frame work for health care, smart medical devices, smart healthcare, potential care in medical things, Security in health care
... Most participated in non-immersive VR-based therapy [40, 44-46, 48, 50, 52, 53, 57-62, 64-73, 75-77], whereas fully-immersive devices (i.e., HMD) were used in six studies [39,42,43,54,63,78]. Semi-immersive VR (i.e., Kinect with large TV or projector screens) was tested in five studies [47,49,51,55,57,74]. Moreover, some studies combined the use of VR with devices for conventional rehabilitation as treadmill [55], force plate [52], springboard [62] and bicycle [74]. ...
... Moreover, some studies combined the use of VR with devices for conventional rehabilitation as treadmill [55], force plate [52], springboard [62] and bicycle [74]. Satisfactory scores on the devices ease-of-use were observed mostly [ Healthcare professionals provided overall positive feedback on devices ease-of-use, comfort, learnability, and usefulness along with perceived efficacy [39,40,48,49,53,60,62]. Notably, they appreciated the potential for customized therapy sessions and the benefits deriving from the patient's performance monitoring system [40-43, 64, 73]. ...
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Background The application of virtual reality (VR) and robotic devices in neuromotor rehabilitation has provided promising evidence in terms of efficacy, so far. Usability evaluations of these technologies have been conducted extensively, but no overviews on this topic have been reported yet. Methods A systematic review of the studies on patients' and healthcare professionals' perspective through searching of PubMed, Medline, Scopus, Web of Science, CINAHL, and PsychINFO (2000 to 2021) was conducted. Descriptive data regarding the study design, participants, technological devices, interventions, and quantitative and qualitative usability evaluations were extracted and meta-synthetized. Results Sixty-eight studies were included. VR devices were perceived as having good usability and as a tool promoting patients' engagement and motivation during the treatment, as well as providing strong potential for customized rehabilitation sessions. By contrast, they suffered from the effect of learnability and were judged as potentially requiring more mental effort. Robotics implementation received positive feedback along with high satisfaction and perceived safety throughout the treatment. Robot-assisted rehabilitation was considered useful as it supported increased treatment intensity and contributed to improved patients' physical independence and psychosocial well-being. Technical and design-related issues may limit the applicability making the treatment difficult and physically straining. Moreover, cognitive and communication deficits were remarked as potential barriers. Conclusions Overall, VR and robotic devices have been perceived usable so far, reflecting good acceptance in neuromotor rehabilitation programs. The limitations raised by the participants should be considered to further improve devices applicability and maximise technological rehabilitation effectiveness. Trial registration PROSPERO registration ref. CRD42021224141.
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Rehabilitation has been shown to improve functional outcomes following total knee replacement (TKR). However, its delivery and associated costs are highly variable. The authors have developed and previously validated the accuracy of a remote (wearable) rehabilitation monitoring platform (interACTION). The present study’s objective was to assess the feasibility of utilizing interACTION for the remote management of rehabilitation after TKR and to determine a preliminary estimate of the effects of the interACTION system on the value of rehabilitation. Specifically, we tested post-operative outpatient rehabilitation supplemented with interACTION (n = 13) by comparing it to a standard post-operative outpatient rehabilitation program (n = 12) using a randomized design. Attrition rates were relatively low and not significantly different between groups, indicating that participants found both interventions acceptable. A small (not statistically significant) decrease in the number of physical therapy visits was observed in the interACTION Group, therefore no significant difference in total cost could be observed. All patients and physical therapists in the interACTION Group indicated that they would use the system again in the future. Therefore, the next steps are to address the concerns identified in this pilot study and to expand the platform to include behavioral change strategies prior to conducting a full-scale randomized controlled trial. Trial registration: ClinicalTrials.gov NCT02646761 “interACTION: A Portable Joint Function Monitoring and Training System for Remote Rehabilitation Following TKA” 6 January 2016.
... The incidence of this disease is increasing worldwide, especially in low-and middle-income countries [4]. Additionally, the ideas of personalized and universal access to telerehabilitation [5] are part of the core of the proposal, which aims at contributing to personalized healthcare technologies and improving the flexibility that is provided in terms of physical location, used hardware devices, interaction mechanisms, and multimedia content [6]. ...
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Physical rehabilitation of stroke patients is based on the daily execution of exercises with face-to-face supervision by therapists. This model cannot be sustained in the long term, due to the involved economic costs, the growing number of patients, and the aging population. Remote rehabilitation tools have emerged to address this unmet clinical need, but they face the double challenge of motivating patients and ensuring an effective remote rehabilitation. In this context, exergames allow patients to play while performing repetitive therapeutic tasks in a safe and ecological environment. This work proposes the design of Personalized Exergames Language (PEL), a language whose sentences can be processed via software in order to automatically generate exergames. The definition of exergames through PEL, guided by an effective methodology of the design and generation of personalized exergames, will include both game mechanics and the necessary metrics to monitor, guide, and adapt the rehabilitation of each patient. The integration of authoring tools are considered to visually guide the therapist when designing exergames. A study has been carried out with stroke patients and therapists from a hospital and two community centers, in order to evaluate several exergames, automatically generated using PEL, in terms of usability, understanding, and suitability.
... Sessions lasted from nine to 90 min (mean time = 30 min ca.), ranging from one to 36 sessions spread over the course of 1 single day to 4 years; indeed, usability along with effectiveness of training was tested for three (Vanbellingen et al., 2017), four (Im et al., 2015;Rebsamen et al., 2019;van Beek et al., 2019), six (Kiselev et al., 2015), eight (Nikitina et al., 2018), and 12 weeks (Wüest et al., 2014;Desteghe et al., 2017), and three (Brox et al., 2017) and 4 years (Schwenk et al., 2014). Exergames (i.e., serious games used for balance and fall risk training) were used in most of the motor training (Kizony et al., 2006;Schwenk et al., 2014;Wüest et al., 2014;Kiselev et al., 2015;Sáenz-de-Urturi et al., 2015;Shubert et al., 2015;Brox et al., 2017;Trombetta et al., 2017;Money et al., 2019;Rebsamen et al., 2019;van Beek et al., 2019), physiotherapy exercise in others (Epelde et al., 2014;Im et al., 2015), cognitive-physical dual-task in Pedroli et al. (2018), neuropsychological testing in three studies (Fordell et al., 2011;Corno et al., 2014;Plechatá et al., 2019;Valladares-Rodriguez et al., 2019), gesture therapy in Morán et al. (2015) and Vanbellingen et al. (2017), and psychosocial support/educational in four studies (Tsai et al., 2012;Castilla et al., 2013;Cook and Winkler, 2016;Desteghe et al., 2017). ...
... Concerning the assessment of usability of VR systems, a wide range of quantitative and qualitative methods have been used (see Table 1 for specific information and Figures 5-7 for models and methods overviews). Concerning quantitative data, system usability scale (SUS) (Corno et al., 2014;Sáenz-de-Urturi et al., 2015;Shubert et al., 2015;Vanbellingen et al., 2017;Nikitina et al., 2018;Pedroli et al., 2018;Money et al., 2019;Rebsamen et al., 2019;van Beek et al., 2019), TAM-based questionnaires (Tsai et al., 2012;Wüest et al., 2014;Morán et al., 2015;Cook and Winkler, 2016;Rebsamen et al., 2019;Valladares-Rodriguez et al., 2019), UX questionnaires (Schwenk et al., 2014;Sáenzde-Urturi et al., 2015;Brox et al., 2017;Desteghe et al., 2017;Rebsamen et al., 2019), UCD-based questionnaire (Brox et al., 2017), flow of experience scale (Pedroli et al., 2018), other usability questionnaires (Fordell et al., 2011;Epelde et al., 2014;Trombetta et al., 2017;Plechatá et al., 2019;Valladares-Rodriguez et al., 2019), adherence or motivation to training questionnaires (Im et al., 2015;Desteghe et al., 2017;Vanbellingen et al., 2017;Nikitina et al., 2018;Rebsamen et al., 2019;van Beek et al., 2019) or with VR data (Wüest et al., 2014;Kiselev et al., 2015;Desteghe et al., 2017;Vanbellingen et al., 2017;Nikitina et al., 2018;Rebsamen et al., 2019;van Beek et al., 2019), cybersickness assessment (Corno et al., 2014;Im et al., 2015;Plechatá et al., 2019), technology expertise (Corno et al., 2014;Rebsamen et al., 2019;Valladares-Rodriguez et al., 2019), and video analysis (Morán et al., 2015) were used. Regarding qualitative data, think aloud technique (Corno et al., 2014;Wüest et al., 2014;Shubert et al., 2015;Money et al., 2019;Rebsamen et al., 2019), heuristic evaluation or cognitive walkthrough (Castilla et al., 2013;Sáenzde-Urturi et al., 2015), focus group (Castilla et al., 2013;Epelde et al., 2014;Kiselev et al., 2015;Brox et al., 2017;Desteghe et al., 2017), and semi-structured or structured usability postexperience interviews (Corno et al., 2014;Kiselev et al., 2015;Shubert et al., 2015;Brox et al., 2017;Vanbellingen et al., 2017;Pedroli et al., 2018;Money et al., 2019;van Beek et al., 2019) were used. ...
... Concerning quantitative data, system usability scale (SUS) (Corno et al., 2014;Sáenz-de-Urturi et al., 2015;Shubert et al., 2015;Vanbellingen et al., 2017;Nikitina et al., 2018;Pedroli et al., 2018;Money et al., 2019;Rebsamen et al., 2019;van Beek et al., 2019), TAM-based questionnaires (Tsai et al., 2012;Wüest et al., 2014;Morán et al., 2015;Cook and Winkler, 2016;Rebsamen et al., 2019;Valladares-Rodriguez et al., 2019), UX questionnaires (Schwenk et al., 2014;Sáenzde-Urturi et al., 2015;Brox et al., 2017;Desteghe et al., 2017;Rebsamen et al., 2019), UCD-based questionnaire (Brox et al., 2017), flow of experience scale (Pedroli et al., 2018), other usability questionnaires (Fordell et al., 2011;Epelde et al., 2014;Trombetta et al., 2017;Plechatá et al., 2019;Valladares-Rodriguez et al., 2019), adherence or motivation to training questionnaires (Im et al., 2015;Desteghe et al., 2017;Vanbellingen et al., 2017;Nikitina et al., 2018;Rebsamen et al., 2019;van Beek et al., 2019) or with VR data (Wüest et al., 2014;Kiselev et al., 2015;Desteghe et al., 2017;Vanbellingen et al., 2017;Nikitina et al., 2018;Rebsamen et al., 2019;van Beek et al., 2019), cybersickness assessment (Corno et al., 2014;Im et al., 2015;Plechatá et al., 2019), technology expertise (Corno et al., 2014;Rebsamen et al., 2019;Valladares-Rodriguez et al., 2019), and video analysis (Morán et al., 2015) were used. Regarding qualitative data, think aloud technique (Corno et al., 2014;Wüest et al., 2014;Shubert et al., 2015;Money et al., 2019;Rebsamen et al., 2019), heuristic evaluation or cognitive walkthrough (Castilla et al., 2013;Sáenzde-Urturi et al., 2015), focus group (Castilla et al., 2013;Epelde et al., 2014;Kiselev et al., 2015;Brox et al., 2017;Desteghe et al., 2017), and semi-structured or structured usability postexperience interviews (Corno et al., 2014;Kiselev et al., 2015;Shubert et al., 2015;Brox et al., 2017;Vanbellingen et al., 2017;Pedroli et al., 2018;Money et al., 2019;van Beek et al., 2019) were used. The sense of presence was assessed only in three studies (Kizony et al., 2006;Nikitina et al., 2018;Pedroli et al., 2018). ...
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Aging is a condition that may be characterized by a decline in physical, sensory, and mental capacities, while increased morbidity and multimorbidity may be associated with disability. A wide range of clinical conditions (e.g., frailty, mild cognitive impairment, metabolic syndrome) and age-related diseases (e.g., Alzheimer's and Parkinson's disease, cancer, sarcopenia, cardiovascular and respiratory diseases) affect older people. Virtual reality (VR) is a novel and promising tool for assessment and rehabilitation in older people. Usability is a crucial factor that must be considered when designing virtual systems for medicine. We conducted a systematic review with Preferred Reporting Items for Systematic reviews and Meta-analysis (PRISMA) guidelines concerning the usability of VR clinical systems in aging and provided suggestions to structure usability piloting. Findings show that different populations of older people have been recruited to mainly assess usability of non-immersive VR, with particular attention paid to motor/physical rehabilitation. Mixed approach (qualitative and quantitative tools together) is the preferred methodology; technology acceptance models are the most applied theoretical frameworks, however senior adapted models are the best within this context. Despite minor interaction issues and bugs, virtual systems are rated as usable and feasible. We encourage usability and user experience pilot studies to ameliorate interaction and improve acceptance and use of VR clinical applications in older people with the aid of suggestions (VR-USOP) provided by our analysis.
... In Table 2, all mentioned elements are compared, and additional parameters, including connectivity, software, and firmware compatibility are taken into consideration. Table 2 presents nine commercially available wireless motion trackers that have been used in research and are produced by various companies and manufacturers (Mo-tionNode Bus [30], Opal [31], MTw development kit [32], Memsense W2 IM2 [33], STT-IBS [34], Colibry wireless [35], I2M motion SXT [36], Shimmer 3 [37], Physilog [38]). We have attempted to present the most recent research works and devices in the market. ...
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Objectives Wearable devices are currently at the heart of just about every discussion related to the Internet of Things. The requirement for self-health monitoring and preventive medicine is increasing due to the projected dramatic increase in the number of elderly people until 2020. Developed technologies are truly able to reduce the overall costs for prevention and monitoring. This is possible by constantly monitoring health indicators in various areas, and in particular, wearable devices are considered to carry this task out. These wearable devices and mobile apps now have been integrated with telemedicine and telehealth efficiently, to structure the medical Internet of Things. This paper reviews wearable health care devices both in scientific papers and commercial efforts. Methods MIoT is demonstrated through a defined architecture design, including hardware and software dealing with wearable devices, sensors, smart phones, medical application, and medical station analyzers for further diagnosis and data storage. Results Wearables, with the help of improved technology have been developed greatly and are considered reliable tools for long-term health monitoring systems. These are applied in the observation of a large variety of health monitoring indicators in the environment, vital signs, and fitness. Conclusions Wearable devices are now used for a wide range of healthcare observation. One of the most important elements essential in data collection is the sensor. During recent years with improvement in semiconductor technology, sensors have made investigation of a full range of parameters closer to realization.
Chapter
This paper presents a scoping review of the literature on user-centred usability evaluation of Embodied Communication Agents (ECAs) embedded in digital solutions to support older adults. Twenty-nine studies were included in this scoping review. The included studies reported the implementation of digital solutions to promote: (i) secure and supportive environment; (ii) healthcare provision; (iii) healthy lifestyles; and (iv) social involvement and active participation. In terms of usability evaluation, it was not possible to identify a common understanding on the methods and instruments being used since there is high heterogeneity in terms of experimental design. Moreover, some methodological flaws were identified when analysing the experimental design of the included studies. KeywordsEmbodied Communication AgentsVirtual assistantsOlder adultsUsability evaluationScoping review
Chapter
Interactive gaming systems have the potential to create enjoyable experiences by challenging older adults and transporting them into computer-generated virtual environments. The use of serious games to promote health among older adults has grown significantly over the last decade. There has been a diversity of specialized games for health with growing scientific evidence of its effectiveness in applications such as exercise promotion, physical rehabilitation, cognitive training, and different types of assessment. This chapter covers an overview of considerations regarding the design of serious games for older adults as well as evidence demonstrating their usefulness in both immersive (e.g., virtual reality) and nonimmersive (e.g., Wii, Kinect) contexts. We highlight the importance of designing for the target end-users through systematic multidisciplinary user-centered design methods to create games that are more aligned with older adult’s needs, interests, and capabilities. Several methods for evaluating the impact on players’ physical and cognitive performance as well as usability and game experience are presented. A case for adaptivity to support personalization for the gaming experience is proposed. The chapter concludes with challenges and future directions for this emerging and exciting field.