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Interactive Room for Rehab

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by

JE Munoz

on 3 December 2013

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Transcript of Interactive Room for Rehab

DETECTED NECESSITY
ADVANTAGES
TECHNOLOGICAL AREA
SITUATION
GESTURE RECOGNITION
CONTEXT
Objects of different materials are commonly used in order to carry out activities recreational activities to promote the continuous physical movement
HCI
Human Computer Interaction
Involves the study, planning, and design of the interaction between people (users) and computers.
Keyboard- Mouse
Voice
Touch Technology
Gesture Interaction
Brain Computer Interfaces
Gesture Recognition enables humans to communicate with the machine and interact naturally without any mechanical devices.
Interactive Room for Rehabilitation
Develop and validate interactive systems based on low-cost technologies that allow videogames for health applied-research, which should keep the entertainment benefits for the patient and at the same time serve as a tool for the result analysis by medical staff
People don't like the medicine
MAIN GOAL
Alteraciones de la Rodilla
Alteraciones del tobillo
Los trastornos funcionales de la articulación de tobillo se manifiestan, de forma genérica, como una flexión plantar o una flexión dorsal exageradas. Alteraciones de sólo 5º pueden provocar alteraciones de la marcha, debido al escaso rango de movilidad de tobillo en dicha actividad.
Clásico
Interactivo
Las modificaciones más habituales de la marcha debidas a alteraciones de rodilla se producen en el plano sagital (flexión y extensión inadecuadas o exageradas). Menos frecuentes son las alteraciones en el plano frontal (varo o valgo).
Clásico
Interactivo
MOTION CAPTURE
Invasive System
Non-Invasive System
VALUE PROPOSITION
Portability and Low-Cost
Due to it's portability features, the complete system can be carried to municipalities and regions outside the village, facilitating the research task, monitoring and results comparision of the rehabilitation based on community processes.
Customized Games
Activities involving the use of 2D or 3D models, including animations, videos, audio, textual support and aid in different media, which in turn provide therapists the flexibility to adjust the rehabilitation program according to individual needs of each patient.
Continuous Monitoring
The specialist can perform an analysis after each sesion by capturing data such as positions and rotation angles taken in real time, which will allow a better understanding of the patient's progress in their rehabilitation.
THE PROBLEM
PATIENT
EXPERT
The lack of specific movement analysis tools that are portable, accesible, easy to use, with non-invasive techniques that allow the collection of data in real time.
SOLUTIONS AND LIMITATIONS
Movement Analysis Platforms without Interactivity
Limitations
1. The repeated use of sensors and conections for the motion capture that often disturbing the patient.
2. Restricted portability equipment which does not allow massive patients acess to therapies and valuations.
3. The high costs of platforms due to the number of necessary equipment.

Interactive Platforms without Data Capture
ALTERACIONES DE LA MARCHA EN LAS ARTICULACIONES DE LOS MIEMBROS INFERIORES
RODILLA
CADERA
TOBILLO
Limitations
1. The lack of naturalness of the interactions proposed in the developed interfaces.
2. The lack of real-time data collection methods that will facilitate the monitoring process.
Captura de Datos
Clásico
ALTERACIONES DE LA CADERA
Esta articulación por ser una enartrosis es sensible a alteraciones en los tres planos del espacio. Los errores más frecuentes se producen en el plano sagital siendo los que más afectan a la marcha una inadecuada extensión o una exagerada flexión. Las desviaciones en otros planos son exageradas aducciones, abducciones o rotaciones.
Interactivo
PARTNERS
ONG that designs, supports and implements programmes for the prevention, treatment and research of diseases which cause disabilities.
Colombian Department of science, technology and innovation. It supports through an scholarship.
SENA Government entity responsible for providing support to technology-based projects.
Interactive Room for Rehabilitation
The SIR is a digital space designed to provided patients with motor/cognitive diseases an virtual immersive experience through videogames with different kind of interfaces
This interactive system allows the patient to perform the rehabilitation therapy through video games dinamics
Also, this interactive system allows the expert to capture data while the patient is playing for an objective analysis of their evolution
Brain-computer Interfaces (BCI)
A brain-computer interface (BCI) is a computer-based system that acquires
brain signals, analyzes them, and translates them into commands that are relayed to an output device to carry out a desired action.
Relationship with VideoGames
These interfaces have been revolutionizing the way we interact with the videogames. The BCI-Games are videogames in where the user interaction is through their thoughs or mental intentions.
Brain Kinect Interface (BKI)
Hybrid BCI
Physical therapy is an essential part of the rehab process after a serious injury. Physical therapists can work in a very wide variety of situations, however, rehabilitation care is one of the most common activities used by physical therapists.

WHY WE USE PHYSICAL THERAPY?
The physical therapy can restore the independence to people
The physical therapy can be used to treat neurological and tratumatological disorders.
BIG
Due to the repetitive and systematic character of traditional techniques, the user usually separate the mind of the recovery process highly losing the motivation to therapy.
How to create a training system that through the use of interactive technologies that promoe movement, allow the patient to rehabilitate in a friendly environment and the expert collected the real-time data and analyze the accuracy patient movements.
Interactivities mades using natural corporal gestures performed by virtual characters
Contents 100 % customized according to the type of rehabilitation
Platforms that interact with people in a natural, wireless and intuitive.
Process digital acquisition of data from human movements. Generally used computer vision techniques for this process.
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