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In this thesis, quantitative evaluation of quality of movement during stroke rehabilitation will be discussed. Previous research on stroke rehabilitation in hospital has been shown to be effective. In this thesis, we study various issues that arise when creating a home-based system that can be deployed in a patient's home.

In this thesis, quantitative evaluation of quality of movement during stroke rehabilitation will be discussed. Previous research on stroke rehabilitation in hospital has been shown to be effective. In this thesis, we study various issues that arise when creating a home-based system that can be deployed in a patient's home. Limitation of motion capture due to reduced number of sensors leads to problems with design of kinematic features for quantitative evaluation. Also, the hierarchical three-level tasks of rehabilitation requires new design of kinematic features. In this thesis, the design of kinematic features for a home based stroke rehabilitation system will be presented. Results of the most challenging classifier are shown and proves the effectiveness of the design. Comparison between modern classification techniques and low computational cost threshold based classification with same features will also be shown.
ContributorsCheng, Long (Author) / Turaga, Pavan (Thesis advisor) / Arizona State University (Publisher)
Created2012
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Description
Motion capture using cost-effective sensing technology is challenging and the huge success of Microsoft Kinect has been attracting researchers to uncover the potential of using this technology into computer vision applications. In this thesis, an upper-body motion analysis in a home-based system for stroke rehabilitation using novel RGB-D camera -

Motion capture using cost-effective sensing technology is challenging and the huge success of Microsoft Kinect has been attracting researchers to uncover the potential of using this technology into computer vision applications. In this thesis, an upper-body motion analysis in a home-based system for stroke rehabilitation using novel RGB-D camera - Kinect is presented. We address this problem by first conducting a systematic analysis of the usability of Kinect for motion analysis in stroke rehabilitation. Then a hybrid upper body tracking approach is proposed which combines off-the-shelf skeleton tracking with a novel depth-fused mean shift tracking method. We proposed several kinematic features reliably extracted from the proposed inexpensive and portable motion capture system and classifiers that correlate torso movement to clinical measures of unimpaired and impaired. Experiment results show that the proposed sensing and analysis works reliably on measuring torso movement quality and is promising for end-point tracking. The system is currently being deployed for large-scale evaluations.
ContributorsDu, Tingfang (Author) / Turaga, Pavan (Thesis advisor) / Spanias, Andreas (Committee member) / Rikakis, Thanassis (Committee member) / Arizona State University (Publisher)
Created2012
Description
As the application of interactive media systems expands to address broader problems in health, education and creative practice, they fall within a higher dimensional space for which it is inherently more complex to design. In response to this need an emerging area of interactive system design, referred to as experiential

As the application of interactive media systems expands to address broader problems in health, education and creative practice, they fall within a higher dimensional space for which it is inherently more complex to design. In response to this need an emerging area of interactive system design, referred to as experiential media systems, applies hybrid knowledge synthesized across multiple disciplines to address challenges relevant to daily experience. Interactive neurorehabilitation (INR) aims to enhance functional movement therapy by integrating detailed motion capture with interactive feedback in a manner that facilitates engagement and sensorimotor learning for those who have suffered neurologic injury. While INR shows great promise to advance the current state of therapies, a cohesive media design methodology for INR is missing due to the present lack of substantial evidence within the field. Using an experiential media based approach to draw knowledge from external disciplines, this dissertation proposes a compositional framework for authoring visual media for INR systems across contexts and applications within upper extremity stroke rehabilitation. The compositional framework is applied across systems for supervised training, unsupervised training, and assisted reflection, which reflect the collective work of the Adaptive Mixed Reality Rehabilitation (AMRR) Team at Arizona State University, of which the author is a member. Formal structures and a methodology for applying them are described in detail for the visual media environments designed by the author. Data collected from studies conducted by the AMRR team to evaluate these systems in both supervised and unsupervised training contexts is also discussed in terms of the extent to which the application of the compositional framework is supported and which aspects require further investigation. The potential broader implications of the proposed compositional framework and methodology are the dissemination of interdisciplinary information to accelerate the informed development of INR applications and to demonstrate the potential benefit of generalizing integrative approaches, merging arts and science based knowledge, for other complex problems related to embodied learning.
ContributorsLehrer, Nicole (Author) / Rikakis, Thanassis (Committee member) / Olson, Loren (Committee member) / Wolf, Steven L. (Committee member) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated

Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated to work well with young children. In this thesis project, Guardy, an iOS tower defense game, was developed to help children over 8 years old learn about and practice using basic concepts in programming. The game is built with the SpriteKit, a graphics rendering and animation infrastructure in Apple’s integrated development environment Xcode. It simplifies switching among different game scenes and animating game sprites in the development. In a typical game, a sequence of operations is arranged by players to destroy incoming enemy minions. Basic coding concepts like looping, sequencing, conditionals, and classification are integrated in different levels. In later levels, players are required to type in commands and put them in an order to keep playing the game. To reduce the difficulty of the usability testing, a method combining questionnaires and observation was conducted with two groups of college students who either have no programming experience or are familiar with coding. The results show that Guardy has the potential to help children learn programming and practice computational thinking.
ContributorsWang, Xiaoxiao (Author) / Nelson, Brian C. (Thesis advisor) / Turaga, Pavan (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Advancements in mobile technologies have significantly enhanced the capabilities of mobile devices to serve as powerful platforms for sensing, processing, and visualization. Surges in the sensing technology and the abundance of data have enabled the use of these portable devices for real-time data analysis and decision-making in digital signal processing

Advancements in mobile technologies have significantly enhanced the capabilities of mobile devices to serve as powerful platforms for sensing, processing, and visualization. Surges in the sensing technology and the abundance of data have enabled the use of these portable devices for real-time data analysis and decision-making in digital signal processing (DSP) applications. Most of the current efforts in DSP education focus on building tools to facilitate understanding of the mathematical principles. However, there is a disconnect between real-world data processing problems and the material presented in a DSP course. Sophisticated mobile interfaces and apps can potentially play a crucial role in providing a hands-on-experience with modern DSP applications to students. In this work, a new paradigm of DSP learning is explored by building an interactive easy-to-use health monitoring application for use in DSP courses. This is motivated by the increasing commercial interest in employing mobile phones for real-time health monitoring tasks. The idea is to exploit the computational abilities of the Android platform to build m-Health modules with sensor interfaces. In particular, appropriate sensing modalities have been identified, and a suite of software functionalities have been developed. Within the existing framework of the AJDSP app, a graphical programming environment, interfaces to on-board and external sensor hardware have also been developed to acquire and process physiological data. The set of sensor signals that can be monitored include electrocardiogram (ECG), photoplethysmogram (PPG), accelerometer signal, and galvanic skin response (GSR). The proposed m-Health modules can be used to estimate parameters such as heart rate, oxygen saturation, step count, and heart rate variability. A set of laboratory exercises have been designed to demonstrate the use of these modules in DSP courses. The app was evaluated through several workshops involving graduate and undergraduate students in signal processing majors at Arizona State University. The usefulness of the software modules in enhancing student understanding of signals, sensors and DSP systems were analyzed. Student opinions about the app and the proposed m-health modules evidenced the merits of integrating tools for mobile sensing and processing in a DSP curriculum, and familiarizing students with challenges in modern data-driven applications.
ContributorsRajan, Deepta (Author) / Spanias, Andreas (Thesis advisor) / Frakes, David (Committee member) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Today's world is seeing a rapid technological advancement in various fields, having access to faster computers and better sensing devices. With such advancements, the task of recognizing human activities has been acknowledged as an important problem, with a wide range of applications such as surveillance, health monitoring and animation. Traditional

Today's world is seeing a rapid technological advancement in various fields, having access to faster computers and better sensing devices. With such advancements, the task of recognizing human activities has been acknowledged as an important problem, with a wide range of applications such as surveillance, health monitoring and animation. Traditional approaches to dynamical modeling have included linear and nonlinear methods with their respective drawbacks. An alternative idea I propose is the use of descriptors of the shape of the dynamical attractor as a feature representation for quantification of nature of dynamics. The framework has two main advantages over traditional approaches: a) representation of the dynamical system is derived directly from the observational data, without any inherent assumptions, and b) the proposed features show stability under different time-series lengths where traditional dynamical invariants fail.

Approximately 1\% of the total world population are stroke survivors, making it the most common neurological disorder. This increasing demand for rehabilitation facilities has been seen as a significant healthcare problem worldwide. The laborious and expensive process of visual monitoring by physical therapists has motivated my research to invent novel strategies to supplement therapy received in hospital in a home-setting. In this direction, I propose a general framework for tuning component-level kinematic features using therapists’ overall impressions of movement quality, in the context of a Home-based Adaptive Mixed Reality Rehabilitation (HAMRR) system.

The rapid technological advancements in computing and sensing has resulted in large amounts of data which requires powerful tools to analyze. In the recent past, topological data analysis methods have been investigated in various communities, and the work by Carlsson establishes that persistent homology can be used as a powerful topological data analysis approach for effectively analyzing large datasets. I have explored suitable topological data analysis methods and propose a framework for human activity analysis utilizing the same for applications such as action recognition.
ContributorsVenkataraman, Vinay (Author) / Turaga, Pavan (Thesis advisor) / Papandreou-Suppappol, Antonia (Committee member) / Krishnamurthi, Narayanan (Committee member) / Li, Baoxin (Committee member) / Arizona State University (Publisher)
Created2016
Description
Realistic lighting is important to improve immersion and make mixed reality applications seem more plausible. To properly blend the AR objects in the real scene, it is important to study the lighting of the environment. The existing illuminationframeworks proposed by Google’s ARCore (Google’s Augmented Reality Software Development Kit) and Apple’s

Realistic lighting is important to improve immersion and make mixed reality applications seem more plausible. To properly blend the AR objects in the real scene, it is important to study the lighting of the environment. The existing illuminationframeworks proposed by Google’s ARCore (Google’s Augmented Reality Software Development Kit) and Apple’s ARKit (Apple’s Augmented Reality Software Development Kit) are computationally expensive and have very slow refresh rates, which make them incompatible for dynamic environments and low-end mobile devices. Recently, there have been other illumination estimation frameworks such as GLEAM, Xihe, which aim at providing better illumination with faster refresh rates. GLEAM is an illumination estimation framework that understands the real scene by collecting pixel data from a reflecting spherical light probe. GLEAM uses this data to form environment cubemaps which are later mapped onto a reflection probe to generate illumination for AR objects. It is noticed that from a single viewpoint only one half of the light probe can be observed at a time which does not give complete information about the environment. This leads to the idea of having a multi-viewpoint estimation for better performance. This thesis work analyzes the multi-viewpoint capabilities of AR illumination frameworks that use physical light probes to understand the environment. The current work builds networking using TCP and UDP protocols on GLEAM. This thesis work also documents how processor load sharing has been done while networking devices and how that benefits the performance of GLEAM on mobile devices. Some enhancements using multi-threading have also been made to the already existing GLEAM model to improve its performance.
ContributorsGurram, Sahithi (Author) / LiKamWa, Robert (Thesis advisor) / Jayasuriya, Suren (Committee member) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2022