Virtual Therapy Exergame for Upper Extremity Rehabilitation Using Smart Wearable Sensors
Lauren Baron, Vuthea Chheang, Amit Chaudhari, Arooj Liaqat, Aishwarya, Chandrasekaran, Yufan Wang, Joshua Cashaback, Erik Thostenson, Roghayeh Leila, Barmaki

TL;DR
This paper introduces a novel VR exergame for upper limb rehab that combines hand controllers and a flexible nanotube sleeve to capture joint movements, enabling personalized and home-based therapy.
Contribution
It presents a new multimodal sensing VR exergame that captures detailed joint movements for personalized upper extremity rehabilitation.
Findings
Significant difference in task completion time between orientations.
No significant difference in mistake rates across conditions.
Flat configuration in vertical orientation caused more elbow stretches.
Abstract
Virtual Reality (VR) has been utilized for several applications and has shown great potential for rehabilitation, especially for home therapy. However, these systems solely rely on information from VR hand controllers, which do not fully capture the individual movement of the joints. In this paper, we propose a creative VR therapy exergame for upper extremity rehabilitation using multi-dimensional reaching tasks while simultaneously capturing hand movement from the VR controllers and elbow joint movement from a flexible carbon nanotube sleeve. We conducted a preliminary study with non-clinical participants (n = 12, 7 F). In a 2x2 within-subjects study (orientation (vertical, horizontal) x configuration (flat, curved)), we evaluated the effectiveness and enjoyment of the exergame in different study conditions. The results show that there was a statistically significant difference in…
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Taxonomy
TopicsStroke Rehabilitation and Recovery · Muscle activation and electromyography studies · Virtual Reality Applications and Impacts
