Electronic supplementary materialStudies of stroke patients undergoing robot-assisted rehabilitation have revealed various kinematic parameters describing movement quality of the upper limb. However, due to the different level of stroke impairment and different assessment criteria and interventions, the evaluation of the effectiveness of rehabilitation program is undermined. This paper presents a systematic review of kinematic assessments of movement quality of the upper limb and identifies the suitable parameters describing impairments in stroke patients. A total of 41 different clinical and pilot studies on different phases of stroke recovery utilizing kinematic parameters are evaluated. Kinematic parameters describing movement accuracy are mostly reported for chronic patients with statistically significant outcomes and correlate strongly with clinical assessments. Meanwhile, parameters describing feed-forward sensorimotor control are the most frequently reported in studies on sub-acute patients with significant outcomes albeit without correlation to any clinical assessments. However, lack of measures in coordinated movement and proximal component of upper limb enunciate the difficulties to distinguish the exploitation of joint redundancies exhibited by stroke patients in completing the movement. A further study on overall measures of coordinated movement is recommended.Electronic supplementary materialThe online version of this article (doi:10.1186/1743-0003-11-137) contains supplementary material, which is available to authorized users.
The CSM-based programmes induced short-term changes in risk representations and behaviour motivation. The combination of CSM-based text and imagery appears to be most effective in instilling risk representations that motivate protective behaviour.
Localisation and mapping are the key requirements in mobile robotics to accomplish navigation. Frequently laser scanners are used, but they are expensive and only provide 2D mapping capabilities. In this paper we investigate the suitability of the Xbox Kinect optical sensor for navigation and simultaneous localisation and mapping. We present a prototype which uses the Kinect to capture 3D point cloud data of the external environment. The data is used in a 3D SLAM to create 3D models of the environment and localise the robot in the environment. By projecting the 3D point cloud into a 2D plane, we then use the Kinect sensor data for a 2D SLAM algorithm. We compare the performance of Kinectbased 2D and 3D SLAM algorithm with traditional solutions and show that the use of the Kinect sensor is viable. However, its smaller field of view and depth range and the higher processing requirements for the resulting sensor data limit its range of applications in practice.
Figure 1: Screenshots of an interactive simulation scenario implemented with the Half-Life 2 engine. One user (left figure) is moving the skeleton's leg with a stick.
AbstractThe increasing complexity and costs of surgical training and the constant development of new surgical procedures has made virtual surgical training an essential tool in medical education. Unfortunately, commercial tools are very expensive and have a small support base. Game engines offer unique advantages for the creation of highly interactive and collaborative environments. This paper examines the suitability of currently available game engines for developing applications for medical education and simulated surgical training. We formally evaluate a list of available game engines for stability, availability, the possibility of custom content creation and the interaction of multiple users via a network. Based on these criteria, three of the highest ranked engines are used for further case studies.We found that in general it is possible to easily create scenarios with custom medical models that can be cooperatively viewed and interacted with. Limitations in physical simulation capabilities make some engines unsuitable for fully interactive applications, but they can be used in combination with predefined animations. We show that overall game engines represent a good foundation for low cost virtual surgery applications and we discuss technologies which can be used to further extend their physical simulation capabilities.
Our study indicates that seniors are able and motivated to leverage a web-based patient-centred HMS, provided that there are suitable health support applications tailored to their needs. This could be achieved by making it attractive for third party application developers to contribute HMS content.
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