GAVRe2: Towards Data-driven Upper-Limb Rehabilitation with Adaptive-Feedback Gamification
- Publication Type:
- Conference Proceeding
- 2018, pp. 164 - 169
- Issue Date:
Copyright Clearance Process
- Recently Added
- In Progress
- Open Access
This item is currently unavailable due to the publisher's embargo.
The embargo period expires on 2 Jan 2020
This paper presents Game Adaptive Virtual Reality Rehabilitation (GAVRe2), a framework to augment upper limb rehabilitation using Virtual Reality (VR) gamification and haptic robotic manipulator feedback. GAVRe2 integrates independent systems in a modular fashion, connecting patients with therapists remotely to increase patient engagement during rehabilitation. GAVRe2 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 GAVRe2 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. GAVRe2 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.
Please use this identifier to cite or link to this item: