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Background: Few existing interactive rehabilitation systems can effectively communicate multiple aspects of movement performance simultaneously, in a manner that appropriately adapts across various training scenarios. In order to address the need for such systems within stroke rehabilitation training, a unified approach for designing interactive systems for upper limb rehabilitation of stroke survivors has been developed and applied for the implementation of an Adaptive Mixed Reality Rehabilitation (AMRR) System.
Results: The AMRR system provides computational evaluation and multimedia feedback for the upper limb rehabilitation of stroke survivors. A participant's movements are tracked by motion capture technology and evaluated by computational means. The resulting data are used to generate interactive media-based feedback that communicates to the participant detailed, intuitive evaluations of his performance. This article describes how the AMRR system's interactive feedback is designed to address specific movement challenges faced by stroke survivors. Multimedia examples are provided to illustrate each feedback component. Supportive data are provided for three participants of varying impairment levels to demonstrate the system's ability to train both targeted and integrated aspects of movement.
Conclusions: The AMRR system supports training of multiple movement aspects together or in isolation, within adaptable sequences, through cohesive feedback that is based on formalized compositional design principles. From preliminary analysis of the data, we infer that the system's ability to train multiple foci together or in isolation in adaptable sequences, utilizing appropriately designed feedback, can lead to functional improvement. The evaluation and feedback frameworks established within the AMRR system will be applied to the development of a novel home-based system to provide an engaging yet low-cost extension of training for longer periods of time.
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Background: Although principles based in motor learning, rehabilitation, and human-computer interfaces can guide the design of effective interactive systems for rehabilitation, a unified approach that connects these key principles into an integrated design, and can form a methodology that can be generalized to interactive stroke rehabilitation, is presently unavailable.
Results: This paper integrates phenomenological approaches to interaction and embodied knowledge with rehabilitation practices and theories to achieve the basis for a methodology that can support effective adaptive, interactive rehabilitation. Our resulting methodology provides guidelines for the development of an action representation, quantification of action, and the design of interactive feedback. As Part I of a two-part series, this paper presents key principles of the unified approach. Part II then describes the application of this approach within the implementation of the Adaptive Mixed Reality Rehabilitation (AMRR) system for stroke rehabilitation.
Conclusions: The accompanying principles for composing novel mixed reality environments for stroke rehabilitation can advance the design and implementation of effective mixed reality systems for the clinical setting, and ultimately be adapted for home-based application. They furthermore can be applied to other rehabilitation needs beyond stroke.
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The contributions of this dissertation are approaches and frameworks that introduce i) a new optical flow-based interpolation method to achieve minimally divergent velocimetry data, ii) a framework that improves the accuracy of change detection algorithms in synthetic aperture radar (SAR) images, and iii) a set of new methods to integrate Proton Magnetic Resonance Spectroscopy (1HMRSI) data into threedimensional (3D) neuronavigation systems for tumor biopsies.
In the first application an optical flow-based approach for the interpolation of minimally divergent velocimetry data is proposed. The velocimetry data of incompressible fluids contain signals that describe the flow velocity. The approach uses the additional flow velocity information to guide the interpolation process towards reduced divergence in the interpolated data.
In the second application a framework that mainly consists of optical flow methods and other image processing and computer vision techniques to improve object extraction from synthetic aperture radar images is proposed. The proposed framework is used for distinguishing between actual motion and detected motion due to misregistration in SAR image sets and it can lead to more accurate and meaningful change detection and improve object extraction from a SAR datasets.
In the third application a set of new methods that aim to improve upon the current state-of-the-art in neuronavigation through the use of detailed three-dimensional (3D) 1H-MRSI data are proposed. The result is a progressive form of online MRSI-guided neuronavigation that is demonstrated through phantom validation and clinical application.
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The principal value of shadow is its non-invasive behaviour of reflecting precisely the actions of the individual it is attached to. Nonetheless we can still think of the body’s shadow not as the body but its alter ego.
Based on this premise, my thesis creates an experiential system that extracts the data related to the contour of your human shape and gives it a texture and life of its own, so as to emulate your movements and postures, and to be your extension. In technical terms, my thesis extracts abstraction from a pre-indexed database that could be generated from an offline data set or in real time to complement these actions of a user in front of a low-cost optical motion capture device like the Microsoft Kinect. This notion could be the system’s interpretation of the action which creates modularized art through the abstraction’s ‘similarity’ to the live action.
Through my research, I have developed a stable system that tackles various connotations associated with shadows and the need to determine the ideal features that contribute to the relevance of the actions performed. The implication of Factor Oracle [3] pattern interpretation is tested with a feature bin of videos. The system also is flexible towards several methods of Nearest Neighbours searches and a machine learning module to derive the same output. The overall purpose is to establish this in real time and provide a constant feedback to the user. This can be expanded to handle larger dynamic data.
In addition to estimating human actions, my thesis best tries to test various Nearest Neighbour search methods in real time depending upon the data stream. This provides a basis to understand varying parameters that complement human activity recognition and feature matching in real time.