Abstract
stroke can generate several types of sequelae, including motor difficulties in both upper and lower limbs. One way to eliminate or reduce these difficulties is through physical therapy, but this type of treatment can often become tiresome and monotonous, decreasing the patient’s interest. Thus, aiming to assist in the rehabilitation of patients, this work seeks to use immersive virtual reality games with the purpose of interacting with physiotherapy exercises. In this type of game the individual must use special equipment (glasses) to feel in an environment where they can interact in different ways with the scenery. Among the possible equipment used for immersive virtual reality was chosen to use a smartphone in conjunction with a virtual reality glasses. In this way an environment was developed that allows the individual to move through the scenario by the control of the upper virtual members by accelerometry sensors, which will be positioned properly to identify the actual movement of the limbs. Thus, an equipment was developed capable of reading the movements and sending this information to a smartphone that executes the developed game.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Monteiro, A.: Qualidade de vida (QV) em Indivíduos com Sequelas de Acidente Vascular Cerebral (AVC). Vila Nova de Gaia: Escola Superior de Tecnologias da Saúde do Porto. Vila Nova de Gaia (2011)
Lennon, S., Hastings, M.: Key physiotherapy indicators for quality of stroke care. Physiotherapy 82(12):655–664 (1996)
Deutsch, J.E., Mirelman, A.: Virtual Reality-based approaches to enable walking for people poststroke. Topics Stroke Rehabil. 14(6):45–53 (2007)
Dores, A.R., et al.: Realidade Virtual na Reabilitação: Por Que Sim e Por Que Não? Uma Revisão Sistemática. Acta Médica Portuguesa, v. 25(6) (2012)
Tori, R., Kirner, C., Siscoutto, R.A.: Fundamentos e tecnologia de realidade virtual e aumentada. Editora SBC (2006)
Pompeu, J.E., Alonso, T.H., Masson, I.B., et al.: Os efeitos da realidade virtual na reabilitação do acidente vascular encefálico: Uma revisão sistemática. Motricidade 10(4) (2014)
Sha, M.A., et al.: EMG biofeedback based VR system for hand rotation and grasping rehabilitation. In: 14th International Conference on Information Visualisation (IV). IEEE, pp. 479–484 (2010)
Kang, Y., Park, H., Kim, H. et al.: Upper extremity rehabilitation of stroke: facilitation of corticospinal excitability using virtual mirror paradigm. J. NeuroEng. Rehabil. 9(1):71 (2012)
Yasuda, K., Muroi, D., Ohira, M., et al.: Validation of an immersive virtual reality system for training near and far space neglect in individuals with stroke: a pilot study. Topics Stroke Rehabil. 24(7):533–538 (2017)
Kang, H.K., Kim, Y., Chung, Y., Hwang, S.: Effects of treadmill training with optic flow on balance and gait in individuals following stroke: randomized controlled trials. Clinic. Rehabil. 26(3):246–255 (2012)
Brahler, S.: Analysis of the Android Archtecture. Karlsruher Institut fur Technologie. [S.l.], p. 43 (2010)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Esteves, G.R.P., Miranda, B.A.M., Aleixo, A.F.P., Silva, Mç.B.C., Rodrigues, M.A.B. (2019). Virtual Reality Game Development Using Accelerometers for Post-stroke Rehabilitation. In: Costa-Felix, R., Machado, J., Alvarenga, A. (eds) XXVI Brazilian Congress on Biomedical Engineering. IFMBE Proceedings, vol 70/1. Springer, Singapore. https://doi.org/10.1007/978-981-13-2119-1_89
Download citation
DOI: https://doi.org/10.1007/978-981-13-2119-1_89
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-13-2118-4
Online ISBN: 978-981-13-2119-1
eBook Packages: EngineeringEngineering (R0)