Flexible Virtual Reality System for Neurorehabilitation and Quality of Life Improvement
Abstract
:1. Introduction
2. Neurological Disorders and the Classical Treatment
- Performing movements on the rhythm of the music, which can be both motivating and can facilitate the exercises;
- Applying guiding markers and limits (either visual, auditory or haptic)—this can be achieved with special glasses/headsets and sensors, which can help patients maintain the same pace and continue exercising;
- Staying hydrated (as neurons responsible for thirst are also affected);
- Perform physical exercises somewhere around noon (stiffness is increased in the morning, tiredness occurs in the evening).
- Flaccid stage—when the patient presents no muscle tone or voluntary movement, some of their reflexes disappear; correcting posture and applying therapeutic massage are used for maintaining joint and muscular integrity;
- Spastic stage—after approximately 3 weeks since the occurrence of the stroke, muscle tone is increased, and voluntary movement control starts to appear; this stage includes kinetic rehabilitation programs, based on sensory-motor techniques, exercises for increasing muscular force and movement amplitude, as well as balance and posture; some of the used techniques are based on altering perception—mirror therapy (reflecting the movement of a non-affected limb over the affected one, creating the illusion of movement) [17], virtual reality therapy (virtual limbs created in the virtual environment, with real movements performed repeatedly, and usually augmented in the virtual world)—or on stimulation (muscular or cerebral stimulation).
- Chronic/recovered stage—the motor deficit is established; therefore, it is very hard to recover at this stage; therapy is needed for health maintenance.
3. ICT Solutions for Neurological Disorders Treatment
“neurorehabilitation” OR “neurological rehabilitation”) AND “virtual reality”)
4. Our System
4.1. System’s Functionalities
4.2. System’s Architecture
4.2.1. Hardware Components
4.2.2. Software Components
4.3. Avatars Animations
4.3.1. Real Time User’s Avatar Animation
4.3.2. Therapist’s Avatar Animations
4.4. VR Training Exercises Execution
- Flexion 0°–90°, extension 90°–0° of the shoulder—starting position with the arms by the patient’s side, palms facing downward (shoulder angle 0°); each arm should be lifted so that the shoulder joint is at 90° in the sagittal plane;
- Flexion 90°–180°/extension 180°–90°of the shoulder—second part of the previous exercise, on the segment 90°–180° in the sagittal plane (starting position with both arms in front, at 90°);
- Abduction 0°–90°/Adduction 90°–0° of the shoulder—starting position with arms hanging straight, in a natural way; each arm should be lifted so that the shoulder joint is at 90° in the frontal plane.
- Extension/flexion of the forearm—starting position with the arms by the patient’s side, palms facing upward (supination); the forearm should be flexed so that the elbow joint reaches at least 145° (up to 160°) (in the sagittal plane). The extension is represented by bringing the forearm to the initial position (elbow angle 0°);
- Pronation/supination of the forearm—supination and pronation are rotational movements in the transversal plane (along the longitudinal axis of the limb), supination representing the upwards movement of the palm, and pronation the downward movement [15] (p. 41). The movement is performed from 0° to 90° (supination), respectively, from 0° to −90° (pronation), the neutral position being the one with the arms oriented and fully stretched forward, with the thumb oriented upwards;
- Arm pushing (downwards)—training both elbow and fist joints; from a relaxed position, with the hands close to the chest and the forearm oriented horizontally so that the elbow joint forms an angle of approximately 90° in flexion, a pushing motion is made towards the ground until the forearm is fully extended (elbow joint angle becomes 0°);
- Arm pushing (front)—training both elbow and fist joints; from a relaxed position, with hands raised at the shoulder level and the forearm oriented vertically (hands close to face), a forward pushing movement is performed until the forearm is perfectly extended (elbow joint angle becomes 0°), and the fist joint is at least 60° in extension in the sagittal plane.
- Fist extension (Figure 13a)—with the arms stretched forward, from a pronation position, the fist joint must be rotated from 0° to 70° in the sagittal plane;
- Fist adduction (Figure 13b)—similar with the waving gesture; from the extension position presented in the previous exercise, the joint must be adducted with a maximum of 50°–55° in the frontal plane (exterior rotation).
- Spinning wheel—classical exercise especially for Parkinson’s disease, where the movement coordination is tested. The initial position is the same from the “arm pushing (downwards)” presented previously. The symmetry of the execution of the movements is evaluated (the successive rotation transforms of the arm joints must have comparable values), so that the joint of each elbow forms an angle of at least 45° in the sagittal plane throughout the movement; the physical resistance is measured (for how long can the user execute the exercise without losing focus or coordination);
- Boxing training (jab punches) (Figure 13c)—this exercise aims to train the user for the boxing game (Section 4.5), with the most basic movement of this sport—the jab punch. The starting position is similar to that of the exercise entitled “arm pushing (front)”, but the hand is relaxed or with a clenched fist, not in extension. The user must make a pushing movement towards an imaginary adversary, at chest or face level, with each arm at the time, until the forearm is perfectly extended; when one arm is pushed forward, the other returns to the neutral position (“guard”); the physical resistance (the time of repetition of the hits without interruption) and the speed of the hits are evaluated.
- Hip flexion (0–90°)—the lower limb should be raised forward, keeping it perfectly stretched so that the hip joint approaches 90° in the sagittal plane;
- Hip abduction—the lower limb must be raised to the side, keeping it perfectly stretched so that the hip joint approaches 45° in the frontal plane; the patient’s pelvis must remain still and not tilt to the opposite side.
- Knee flexion (forward)—the lower limb should be raised forward, with the knee flexed in the sagittal plane;
- Knee flexion (backward)—the previous exercise can be executed also with the lower limb oriented backwards; both movements should consist of at least 75°–80° knee rotation in the sagittal plane.
- Ankle flexion/extension—similar to a “toe stand” followed by “heel stand”; standing on toes is equivalent to an extension of about 45° in the sagittal plane; the flexion is represented by returning to the initial position, with a slight bend on the heels (maximum 20°).
4.5. Training in VR Games
- Hit targets—picking up a ball and throwing it to hit a tower of cans. The exercises of shoulder flexion–extension (0°–180°) from the tutorial are practiced now, as well as actions of grabbing/releasing of objects. The actions are performed in a very natural manner. Clenching the fist will activate the controller’s grab buttons, respectively, Myo’s specific gesture, for picking up a ball; the user must lift their arm and launch the ball at a certain speed; by releasing the grab buttons/unclenching the fist, the ball will be launched. Various levels of difficulty are obtained through different a number of hit targets or different distances between the player and the targets. Picking up the ball is simulated through vibrations (from the controller or the armband).
- Ball directing—a ball must be directed on a table which has a ramp at its end and land in holes with different scores. This game practices movements of the elbow from the tutorial, and a new ball will be generated in the person’s hand, which is the grip buttons of the controller being pressed. Similar launching actions are performed when the grip buttons are released. Difficulty is varied through the maximum number of available balls or through the distance between the player and the table’s end. Picking up the ball is simulated through vibrations (from the controller or the armband).
- Whack-a-mole—the user must hit as many moles as they can using a hammer, in 60 s. Both hand and elbow tutorial movements are being trained. The HTC Vive scenario includes the use of a 3 × 3 matrix of moles. Various difficulty levels are obtained by changing the moles’ spawning frequency and the duration until they are “hiding” back in their holes. Hitting a mole is simulated through vibrations (from the controller or the armband).
- Boxing—the user must perform different boxing techniques (guard, jab, cross punch, hook, uppercut), as performed by a virtual trainer. There are two scenarios—in a boxing ring with a mannequin and in front of a punching bag (heavier than the mannequin). The score is calculated based on the number of punches thrown in one minute. The contact with the target is simulated through vibrations (from the controller or the armband).
- Football—ball shooting to hit the goal from a fixed position. All lower limb joints are being trained. Various degrees of difficulty include varying the distance to the goal (e.g., penalty, free kick), with or without a goalkeeper or a wall and hitting from a central or lateral position. Hitting the ball is simulated through vibrations of the tracker.
- Dancing—similar to the “arcade dancing games”. All lower limb joints are being trained. The user must touch colorful squares on the floor that are being lit in the rhythm of the music, as shown on an arcade screen. Different songs need different speeds of performing the steps and vary the difficulty.
4.6. Adaptive Learning Algorithm
4.7. Session Configuration, Evaluation and Data Collection
5. Preliminary Results and Discussion
5.1. Testing Procedure
5.2. Synthetic Results
5.3. Feedback and Future Improvements
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Abbreviations
BCI | Brain–computer interface |
DOI | Digital object identifier |
EEG | Electroencephalogram |
EMG | Electromyography |
ICF | International Classification of Functioning, Disability and Health |
IK | Inverse kinematics |
INREX-VR | Immersive Neurorehabilitation Exercises Using Virtual Reality |
ISI | International Scientific Index |
QoL | Quality of life |
PD | Parkinson’s disease |
PRISMA | Preferred Reporting Items for Systematic Reviews and Meta Analyses |
ROM | Range of motion |
SDK | Software development kit |
VR | Virtual reality |
Appendix A
Exercise | Excellent (5) | Good (4) | Fair (3) | Poor (2) | Very Poor (1) |
---|---|---|---|---|---|
Upper limb | |||||
Shoulder flexion Shoulder abduction Elbow flexion Elbow supination Arm pushing Fist extension | >80° | 65°–80° | 50°–65° | 30°–50° | <30° |
>80° | 60°–80° | 40°–60° | 25°–40° | <25° | |
>100° | 80°–100° | 40°–80° | 20°–40° | <20° | |
75°–90° | 50°–75° | 35°–50° | 20°–35° | <20° | |
>60° | 45°–60° | 30°–45° | 15°–30° | <15° | |
>70° | 50°–70° | 35°–50° | 20°–35° | <20° | |
Lower limb | |||||
Hip flexion | >75° | 45°–75° | 30°–45° | 15°–30° | <15° |
Hip abduction | >45° | 30°–45° | 20°–30° | 10°–20° | <10° |
Knee flexion | >90° | 50°–90° | 30°–50° | 15°–30° | <15° |
Ankle flexion | >35° | 20°–35° | 10°–20° | 5°–10° | <5° |
Game | Excellent (5) | Good (4) | Fair (3) | Poor (2) | Very Poor (1) |
---|---|---|---|---|---|
Upper limb | |||||
Hit targets (cans) | Reaching level “difficult” where at least one can is hit | All easy levels completed and half of the targets from a medium level are hit | All easy levels completed and reached medium | 2–3 cans hit in one easy level | 0–1 can hit in one easy level |
Ball directing | >700 points | 500–700 points | 300–500 points | 100–300 points | <100 points |
Whack-a-mole—easy | >95% hit accuracy | 75–95% hit accuracy | 55–75% hit accuracy | 35–55% hit accuracy | <35% hit accuracy |
Whack-a-mole—medium | >90% hit accuracy | 70–90% hit accuracy | 50–70% hit accuracy | 30–50% hit accuracy | <30% hit accuracy |
Whack-a-mole—hard | >85% hit accuracy | 65–85% hit accuracy | 45–65% hit accuracy | 25–45% hit accuracy | <25% hit accuracy |
Boxing—ring | >50 hits/each fist | 40–50 hits/each fist | 30–40 hits/each fist | 20–30 hits/each fist | <20 hits/each fist |
Boxing—bag | >40 hits/each fist | 30–40 hits/each fist | 20–30 hits/each fist | 10–20 hits/each fist | <10 hits/each fist |
Lower limb | |||||
Football—penalty | >10 goals | 7–10 goals | 4–7 goals | 2–4 goals | <2 goals |
Football—free kick | >8 goals | 5–8 goals | 2–5 goals | 1–2 goals | 0 goals |
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SpringerLink | PubMed | Elsevier (Scopus) | IEEE Xplore |
---|---|---|---|
1129 | 750 | 564 | 87 |
Robotics | Virtual Reality | Augmented Reality | Mixed Reality | Reviews/Surveys | General |
---|---|---|---|---|---|
296 | 593 | 17 | 8 | 166 (52/114) | 260 |
Stroke | Parkinson’s Disease | Brain Trauma | Spinal Cord Trauma |
---|---|---|---|
148 | 16 | 21 | 8 |
Exercise | Health Condition (s) | Body Functions | Body Structures | Activities |
---|---|---|---|---|
Tutorial—upper limb | ||||
Shoulder flexion/extension 0°–90°, 90–180° Shoulder abduction/adduction | Stroke, Parkinson’s disease, neuropathies | Mobility of joint, perception | Shoulder region, upper extremity (arm), brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
Arm pushing (downwards) Arm pushing (front) | Stroke, Parkinson’s disease, neuropathies | Mobility of joint, muscle power, perception | Shoulder region, upper extremity (arm, hand), trunk, brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
Forearm extension/flexion Forearm pronation/supination Fist extension Fist adduction (“waving”) | Stroke, Parkinson’s disease, neuropathies | Mobility of joint, perception | Upper extremity (arm, hand), brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
Spinning wheel | Stroke, Parkinson’s disease, neuropathies | Mobility of joint, orientation, perception, balance | Upper extremity (arm, hand), brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
Boxing training (jab punches) | Stroke, Parkinson’s disease (early stages) | Mobility of joint, muscle power, muscle tone, perception, balance, energy and drive functions | Upper extremity (arm, hand), shoulder, brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
Tutorial—lower limb | ||||
Hip flexion Hip abduction Knee flexion (forward and backward) Ankle flexion/extension | Stroke, Parkinson’s disease, disc herniation | Mobility of joint, perception, balance (if performed while standing) | Pelvis, lower extremity, brain, spinal cord and peripheral nerves | Learning and applying knowledge, communication, mobility |
Exercise | Health Condition (s) | Body Functions | Body Structures | Activities |
---|---|---|---|---|
Carnival games | ||||
Hit targets Ball directing | Stroke, Parkinson’s disease, neuropathies | Muscle power, orientation, attention, perception | Shoulder region, upper extremity (arm), brain, spinal cord and peripheral nerves | Applying knowledge, undertaking simple and multiple tasks, mobility, communication |
Whack-a-mole | Stroke, Parkinson’s disease, neuropathies | Mobility of joint, movements, orientation, attention, perception | Shoulder region, upper extremity (arm), brain, spinal cord and peripheral nerves | Applying knowledge, undertaking simple and multiple tasks, mobility, communication |
Boxing | ||||
Guard, multiple, complex hits | Stroke, Parkinson’s disease (early stages), neuropathies | Mobility of joint, muscle power, muscle tone, perception, balance, energy and drive functions | Upper extremity (arm, hand), shoulder, brain, spinal cord and peripheral nerves | Applying knowledge, undertaking simple and multiple tasks, mobility, communication |
Lower body games | ||||
Football Dancing | Stroke, Parkinson’s disease, disc herniation | Mobility of joint, muscle power, muscle tone, attention, perception, energy and drive, balance, orientation (if performed while standing) | Pelvis, lower extremity, brain, spinal cord and peripheral nerves | Applying knowledge, undertaking simple and multiple tasks, mobility, communication |
User ID | Age | Activity Level | Technological Skills | VR Skills |
---|---|---|---|---|
User 1 | 25 | Light activity | Good | Very low |
User 2 | 29 | Regular activity | Good | Fair |
User 3 | 27 | Hard activity | Excellent | Excellent |
User 4 | 55 | Regular activity | Low | Low |
User 5 | 59 | Inactive | Very low | Very low |
User 6 | 55 | Light activity | Fair | Low |
User 7 | 84 | Inactive | Very low | Very low |
User 8 | 87 | Inactive | Very low | Very low |
Phase ID | Purpose | Activities | Performance Measurements | Duration |
---|---|---|---|---|
Phase 0 | System presentation and accommodation | - Informed consent - Initial health parameters measured (heart rate, blood pressure) - System presentation (hardware and software) - VR accommodation (if applicable) - User muscular profile calibrated on the Myo gesture control armband - VR system configuration according to the user’s data (if applicable) | - User feedback | One hour |
Phase 1 | Classical training exercises for both upper and lower limb Goniometer and system’s recorded values comparison | - Fitness bracelet exercising mode started - Upper limb exercises, 5 repetitions/trials with each limb at a time and 5 repetitions with both at the same time:
| - Joint angles (system) for each individual trial - Goniometer angle for first trial - System accuracy—per exercise, per patient, overall - Average joint angle for right/left limb across all 5 trials - Mobility degree (according to mobility classes established in Appendix A) - Average execution times for each exercise | One hour |
Phase 2 | Gamified training | - Presentation of input for performing in-game actions and accommodation time (a few minutes) for each game - Hit targets: 3 min adaptively, from easy and gradually increasing difficulty levels (medium, difficult) - Ball directing: 3 trials of one minute each, the user must beat their previous record - Whack-a-mole: 3 trials of one minute each with different levels of difficulty (easy, medium, difficult) - Boxing—3 trials of one minute each in different settings (2 in the ring—easy, 1 with the punching bag—medium) - Football—3 trials with 12 shots each (2 from penalty distance, 1 from free kick distance) | - Score according to each game’s logic - Performance classes of each game (according to the classes established in Annex 2) - Hit targets: maximum difficult reached, number of cans hit in each hit, number of tries to complete a level - Ball directing game: number of holes hit - Whack-a-mole: number of moles hit, maximum number of moles that could have been hit, accuracy - Boxing: number of hits with right and left fist; applied force - Football: number of goals, accuracy | 30–45 min |
Phase 3 | Final feedback | - Feedback collected related to topics such as:
| - User feedback | 15–20 min |
User ID | Shoulder Flexion | Shoulder Abduction | Elbow Flexion | Elbow Supination | Arm Pushing | Fist Extension | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Avg. Angle Right/Left | ROM Right/Left | t(s) Right + Left | Avg. Angle Right/Left | ROM Right/Left | t(s) Right + Left | Avg. Angle Right/Left | ROM Right/Left | t(s) Right + Left | Avg. Angle Right/Left | ROM Right/Left | t(s) Right + Left | Avg. Angle Right/Left | ROM Right/Left | t(s) Right + Left | Avg. Angle Right/Left | ROM Right/Left | t(s) Right + Left | |
User 1 | 96.4 | 5 | 60.5 79.5 80 117 118 98 | 82.4 | 5 | 50 61 89 97 59 87 | 123.2 | 5 | 52.5 70.5 69 136 76 82 | 45.4 | 3 | 81 138.5 98 132 128 105 | 60.4 | 5 | 90 81 97 75 107 99 | 46.2 | 3 | 52 74 52 50 44 62 |
89.5 | 5 | 83.6 | 5 | 119.6 | 5 | 57.8 | 4 | 59.4 | 4 | 35.6 | 3 | |||||||
User 2 | 88.8 | 5 | 105.2 | 5 | 151.8 | 5 | 105.8 | 5 | 59.4 | 4 | 63.6 | 4 | ||||||
85 | 5 | 103.2 | 5 | 136.4 | 5 | 102.6 | 5 | 49.4 | 4 | 62.8 | 4 | |||||||
User 3 | 86.6 | 5 | 90.6 | 5 | 115.2 | 5 | 70.8 | 4 | 34 | 3 | 35.8 | 3 | ||||||
92.8 | 5 | 88.8 | 5 | 116.4 | 5 | 71.2 | 4 | 54.2 | 4 | 36.2 | 3 | |||||||
User 4 | 109.4 | 5 | 90.2 | 5 | 99.2 | 4 | 80.2 | 5 | 66.4 | 5 | 67.4 | 4 | ||||||
108.6 | 5 | 87.4 | 5 | 94.2 | 4 | 91.4 | 5 | 62.6 | 5 | 67.8 | 4 | |||||||
User 5 | 94.8 | 5 | 95.2 | 5 | 125.4 | 5 | 99.6 | 5 | 53.4 | 4 | 71.2 | 5 | ||||||
98.4 | 5 | 93.4 | 5 | 114 | 5 | 102.4 | 5 | 48.2 | 4 | 52.2 | 4 | |||||||
User 6 | 87.4 | 5 | 80.8 | 5 | 120.4 | 5 | 86.6 | 5 | 39.6 | 3 | 57 | 4 | ||||||
88.6 | 5 | 78 | 4 | 107 | 5 | 82.2 | 5 | 45 | 4 | 48.4 | 3 | |||||||
Avg. (Right/Left) | 93.9 | 5 | 92.2 | 90.73 | 5 | 73.8 | 122.53 | 4.83 | 81 | 81.4 | 3.67 | 113.7 | 52.2 | 4 | 91.5 | 56.87 | 3.83 | 55.7 |
93.81 | 5 | 89.07 | 4.83 | 114.6 | 4.83 | 84.6 | 4.67 | 53.13 | 4.17 | 50.5 | 3.5 |
User ID * | Hip Flexion | Hip Abduction | Knee Flexion | Ankle Flexion | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Avg. Angle Right/left | ROM Right/Left | t(s) Right + Left | Avg. Angle Right/Left | ROM Right/Left | t(s) Right + Left | Avg. Angle Right/Left | ROM Right/Left | t(s) Right + Left | Avg. Angle Right/Left | ROM Right/Left | t(s) Right + Left | |
User 1 User 2 User 3 User 5 User 6 | 88.4 85.6 74 54.6 98.8 99.4 67.4 68.4 86.2 89.4 | 5 5 4 4 5 5 4 4 5 5 | 32.5 70 92 52 84 | 65.4 57.2 53.4 40.6 60.2 72.8 46.8 50.8 67.2 64.2 | 5 5 5 4 5 5 5 5 5 5 | 42.5 109.5 60 45 59 | 109 130.2 70.8 55 122.6 130.6 98.8 107.4 83.4 80.4 | 5 5 4 4 5 5 5 5 4 4 | 37.5 66.5 125 43 106 | 21.4 26.4 34.6 36.6 25.6 25.6 49 31.4 36.2 40.4 | 4 4 4 5 4 4 5 4 5 5 | 69.5 94.5 32 58 62 |
Avg. (right/left) | 82.96 79.48 | 4.6 4.6 | 66.1 | 58.6 57.12 | 5 4.8 | 63.2 | 96.92 100.72 | 4.6 4.6 | 75.6 | 33.36 32.08 | 4.4 4.4 | 63.2 |
User ID | Shoulder Flexion | Shoulder Abduction | Elbow Flexion | Elbow Supination/Pronation | Arm Pushing | Fist Extension | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Angle Right/Left | ROM Right/Left | t(s) Right + Left | Angle Right/Left | ROM Right/Left | t(s) Right + Left | Angle Right/Left | ROM Right/Left | t(s) Right + Left | Angle Right/Left | ROM Right/Left | t(s) Right + Left | Angle Right/Left | ROM Right/Left | t(s) Right + Left | Angle Right/Left | ROM Right/Left | t(s) Right + Left | |
User 7 User 8 | 46 34 72 76 | 2 2 4 4 | 160 125 | 54 44 79 78 | 3 3 4 4 | 145 165 | 127 136 129 142 | 5 5 5 5 | 252 250 | 72/59 73/44 89/83 90/88 | 4/4 4/3 5/5 5/5 | 165 160 | 25 24 40 51 | 2 2 3 4 | 195 175 | 61 73 55 52 | 4 5 4 4 | 200 145 |
User ID | Hip Flexion | Knee Flexion | Ankle Flexion | ||||||
---|---|---|---|---|---|---|---|---|---|
Avg. Angle Right/left | ROM Right/Left | t(s) Right + Left | Avg. Angle Right/Left | ROM Right/Left | t(s) Right + Left | Avg. Angle Right/Left | ROM Right/Left | t(s) Right + Left | |
User 7 User 8 | 47 52 71 72 | 4 4 4 4 | 160 125 | 10 15 30 30 | 1 2 3 3 | 210 125 | 16 22 25 21 | 3 4 4 4 | 120 155 |
User ID | Shoulder Flexion | Shoulder Abduction | Elbow Flexion | Elbow Supination | Arm Pushing | Fist Extension | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Angle (gon.) | Angle(sys.) | Acc. (%) | Angle (gon.) | Angle (sys.) | Acc. (%) | Angle (gon.) | Angle (sys.) | Acc. (%) | Angle (gon.) | Angle (sys.) | Acc. (%) | Angle (gon.) | Angle(sys.) | Acc. (%) | Angle (gon.) | Angle(sys.) | Acc. (%) | |
User 1 | 86 | 94 | 90.7 | 83 | 85 | 97.6 | 130 | 123 | 94.61 | 37 | 43 | 83.78 | 55 | 57 | 96.36 | 57 | 57 | 100 |
User 2 | 89 | 92 | 96.63 | 92 | 95 | 96.73 | 135 | 141 | 95.55 | 84 | 89 | 94.04 | 60 | 59 | 98.33 | 69 | 62 | 89.85 |
User 3 | 86 | 86 | 100 | 88 | 91 | 96.59 | 115 | 113 | 98.26 | 58 | 61 | 94.82 | 46 | 47 | 97.82 | 30 | 32 | 93.33 |
User 4 | 98 | 105 | 92.86 | 90 | 92 | 97.77 | 118 | 114 | 96.61 | 75 | 74 | 98.67 | 70 | 65 | 92.85 | 60 | 59 | 98.33 |
User 5 | 92 | 96 | 95.66 | 81 | 88 | 91.35 | 137 | 130 | 94.89 | 81 | 83 | 97.53 | 68 | 62 | 91.17 | 61 | 54 | 88.52 |
User 6 | 84 | 85 | 98.89 | 81 | 80 | 98.76 | 113 | 116 | 97.34 | 83 | 82 | 98.79 | 34 | 34 | 100 | 54 | 55 | 98.14 |
Avg. Acc. (%) | 95.79 | 96.46 | 96.21 | 94.60 | 96.08 | 94.70 |
User ID * | Hip Flexion | Hip Abduction | Knee Flexion | Ankle Flexion | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Angle (gon.) | Angle (sys.) | Acc. (%) | Angle (gon.) | Angle (sys.) | Acc. (%) | Angle (gon.) | Angle (sys.) | Acc. (%) | Angle (gon.) | Angle (sys.) | Acc. (%) | |
User 1 | 80 | 81 | 98.75 | 60 | 58 | 96.66 | 102 | 110 | 92.15 | 35 | 31 | 88.57 |
User 2 | 72 | 73 | 98.61 | 40 | 44 | 90 | 66 | 64 | 96.96 | 32 | 31 | 96.87 |
User 3 | 92 | 90 | 97.83 | 60 | 62 | 96.66 | 125 | 128 | 97.6 | 32 | 31 | 96.87 |
User 5 | 67 | 68 | 98.5 | 47 | 52 | 89.36 | 80 | 90 | 87.5 | 33 | 35 | 93.94 |
User 6 | 82 | 82 | 100 | 54 | 54 | 100 | 80 | 78 | 97.5 | 25 | 26 | 96 |
Avg. Acc. (%) | 98.74 | 94.54 | 94.34 | 94.45 |
User ID | Hit Targets | Ball Directing | Whack-A-Mole | Boxing | Football | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 Min Adaptively | Trial 1 | Trial 2 | Trial 3 | Easy | Med. | Hard | Ring1 | Ring2 | Bag | Pen.1 | Pen.2 | Free Kick | |
User 1 | 3 (reached medium level) | 5 | 5 | 5 | 5 | 4 | 4 | 5 | 5 | 5 | 4 | 5 | 4 |
User 2 | 4 (almost completed medium) | 3 | 5 | 5 | 3 | 4 | 4 | 5 | 4 | 5 | 3 | 3 | 3 |
User 3 | 5 (reached and completed difficult) | 5 | 5 | 5 | 4 | 5 | 4 | 4 | 4 | 3 | 4 | 4 | 4 |
User 4 * | 2 (2 easy trials started but not completed) | 1 | 2 | 4 | 2 | 2 | 3 | 4 | 4 | 4 | - | - | - |
User 5 | 2 (2 easy trials started but not completed) | 4 | 3 | 5 | 5 | 5 | 3 | 5 | 5 | 5 | 3 | 3 | 3 |
User 6 | 5 (completed multiple difficult levels) | 3 | 4 | 5 | 4 | 4 | 4 | 5 | 5 | 5 | 3 | 4 | 4 |
Avg. | 3.5 | 4 | 4.83 | 3.83 | 4 | 3.67 | 4.67 | 4.5 | 4.5 | 3.4 | 3.8 | 3.6 |
User ID | Heart Rate | Effort Levels (% of Entire Training Session) | ||||
---|---|---|---|---|---|---|
Initial Value | Max. Value | Medium Value | Relaxed | Low | Intense | |
User 1 | 100 | 134 | 105 | 19.85% | 58.78% | 21.37% |
User 2 | 66 | 118 | 85 | 90.63% | 9.37% | 0.00% |
User 3 | 84 | 112 | 92 | 70.59% | 22.35% | 7.06% |
User 4 * | 83 | 100 | 83 | 98.96% | 1.04% | 0.00% |
User 5 | 72 | 121 | 86 | 72.39% | 25.77% | 1.84% |
User 6 | 82 | 121 | 97 | 38.75% | 55.81% | 5.44% |
User 7 * | 68 | 81 | 70 | 100% | 0.00% | 0.00% |
User 8 * | 72 | 95 | 66 | 100% | 0.00% | 0.00& |
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Stanica, I.-C.; Moldoveanu, F.; Portelli, G.-P.; Dascalu, M.-I.; Moldoveanu, A.; Ristea, M.G. Flexible Virtual Reality System for Neurorehabilitation and Quality of Life Improvement. Sensors 2020, 20, 6045. https://doi.org/10.3390/s20216045
Stanica I-C, Moldoveanu F, Portelli G-P, Dascalu M-I, Moldoveanu A, Ristea MG. Flexible Virtual Reality System for Neurorehabilitation and Quality of Life Improvement. Sensors. 2020; 20(21):6045. https://doi.org/10.3390/s20216045
Chicago/Turabian StyleStanica, Iulia-Cristina, Florica Moldoveanu, Giovanni-Paul Portelli, Maria-Iuliana Dascalu, Alin Moldoveanu, and Mariana Georgiana Ristea. 2020. "Flexible Virtual Reality System for Neurorehabilitation and Quality of Life Improvement" Sensors 20, no. 21: 6045. https://doi.org/10.3390/s20216045
APA StyleStanica, I. -C., Moldoveanu, F., Portelli, G. -P., Dascalu, M. -I., Moldoveanu, A., & Ristea, M. G. (2020). Flexible Virtual Reality System for Neurorehabilitation and Quality of Life Improvement. Sensors, 20(21), 6045. https://doi.org/10.3390/s20216045