Research Project and Goals
"If we suppose that many natural phenomena are in effect computations, the study of computer science can tell us about the kinds of natural phenomena that can occur." ― Rudy Rucker
Project:
Use full body gesture sensors like the Microsoft Kinect with augmented reality headsets like the Microsoft Hololens to produce unique therapeutic experiences for home and the clinic. These applications can provide clear feedback to the user in real-time, using multi-modal sensory inputs (stereoscopic sound and vision). Practitioners can also interface with the system in order to observe idiosyncrasies of a patient's movement and suggest more effective exercises.
Goals:
Use full body gesture sensors like the Microsoft Kinect with augmented reality headsets like the Microsoft Hololens to produce unique therapeutic experiences for home and the clinic. These applications can provide clear feedback to the user in real-time, using multi-modal sensory inputs (stereoscopic sound and vision). Practitioners can also interface with the system in order to observe idiosyncrasies of a patient's movement and suggest more effective exercises.
Goals:
- Improve patient adherence to prescribed exercise regimens
- Provide the user with a clear space to do exercise activities and can leverage visual and auditory stimulus to engage the user and provide real-time first-person feedback about their performance
Abstract
Several factors have been identified which contribute to patient non-adherence to therapist-prescribed in-home regimens, including low social support, perceived logistical barriers to home exercise, and increased pain with home exercise. Over the past 20 years, researchers have investigated the potential of Virtual Reality (VR) as physical therapy augmentation, studying measurable motor improvements, motivational and analgesic effects. Prior work in motor rehabilitation has focused on stroke survivors, burn survivors, and people with cerebral palsy. Little work has been done to investigate the role Augmented Reality (AR) and VR might have in preventative and home-based care in the general population. We designed a non-gamified first-person AR experience and collected user and practitioner perspectives on the potential for AR and VR to provide self-directed motivation to engage in preventive self-care and physical development in the home and in clinical practice. We found confirmation of logistical and motivational barriers to regimen adherence and observed encouraging user enjoyment and positive potentials for in-home AR therapeutic experiences. We also identified key attitude barriers to adopting VR and AR for clinical practice. These findings inform directions for future research and development.
Source: Augmented Reality for Physical Rehabilitation: Patient and Practitioner Attitudes and Perspectives by Anna Williams, Kiana Alikhademi, Thomas Sutor, Juan E. Gilbert
Source: Augmented Reality for Physical Rehabilitation: Patient and Practitioner Attitudes and Perspectives by Anna Williams, Kiana Alikhademi, Thomas Sutor, Juan E. Gilbert
Source: https://www.youtube.com/watch?v=tnqDcNMCDzA&feature=youtu.be