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Rehabilitation Exercises

The rehabilitation procedure implemented by our system consists of four exercises:
  • Range of motion
  • Finger velocity
  • Finger fractionation
  • Finger strength
Each exercise is designed as a game-like VR simulation that motivates and challenges the patient to exercise hard. Information about the rehabilitation session (such as targeted performance, achieved performance and session status) is updated in real-time and displayed to the patient. The targets were adaptively computed from one block of exercise to the next to match the patient's performance.
Range of Motion
The goal of the range of motion exercise is to flex the finger as much as possible. The VR game's goal is to clear the image displayed on the screen. The patient drives four panels that slide down as he/she gets closer to the targeted performance.
Finger Velocity
In the finger velocity exercise, a butterfly flies above the patient's hand. The patient has to scare the butterfly away by closing the hand faster than the targeted velocity.
Finger Fractionation
The finger fractionation exercise requires the patient to flex one finger while keeping the others extended. The VR simulation that implements the exercise shows a vitual piano on which the patient has to play. The key corresponding to the active finger turns gradually to green as the performance is neared. The keys corresponding to the inactive fingers turn red when the fingers are not fully extended.
Finger Strength
The finger strength exercise is similar to the range of motion exercise except the patient has to work againts force. The VR simulation displayes a virtual model of the RMII-ND glove. The pistons of the virtual glove fill with color as the patient's performance increases.
Extension
At the beginning of each exercise, the patient is required to open the hand. A transparrent virtual hand positioned at the desired extension angles is rendered over the hand driven by the patient. The patient has to open the ahdn to match the transparrent one.

VR LAB
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