SPECS-Virtual Reality based Rehabilitation

SPECS-Virtual Reality based Rehabilitation

I worked at the Synthetic, Perceptive, Emotive and Cognitive Systems (SPECS) group at the Universitat Pompeu Fabra, Barcelona, Spain during the summer of 2007. The project involved integration of bio-feedback of stroke patients into the Virtual Reality based Rehabilitation game. Two main feedbacks of Electro Cardio Gram (ECG) and Electro Dermal Response (EDR) were recorded using mobile bio-sensors. The main purpose of recording these was to adjust the game difficulty levels based on the patients bio systems enabling real time adaptation of the game to accommodate for fatigue and disinterest.

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About Rehabilitation Gaming System

The Rehabilitation Gaming System (RGS) is a novel and highly innovative ICT Virtual Reality (VR) tool for the rehabilitation of motor deficits of the upper extremities after a brain lesion due to stroke. The system deploys an individualized and specific deficit oriented game training that combines movement execution with the observation of a correlated action by virtual limbs that are displayed in a first-person perspective. The RGS is based on the neurobiological considerations that plasticity of the brain remains motor areas affected by stroke remains throughout life and can thus be utilized to achieve functional reorganization of areas affected by stroke by means of the activation of secondary motor areas such as the so called mirror neurons system. As a multi-level adaptive tool, the RGS provides a task oriented game training with individualized graded complexity. Additionally, the system retains qualitative and quantitative information of the performance of the subject/player during the tasks, hence allowing for a detailed assessment of the deficits of the patient player and their recovery dynamics. The RGS approach is currently being evaluated in a randomized clinical studyand the initial results with 14 patients have demonstrated positive impact.

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The RGS platform

  • Rehabilitation Gaming System set up
  • Virtual Reality tools (graphics, game design, game engine Unity…)
  • Custom made gloves
  • Oculus
  • Physiological measuring devices
  • Haptic interfaces (GRAB)
  • Eye tracker (TOBII)
  • Wearable devices

Relevant Publication

Monica S. Cameirao, Sergi Bermudez i Badia, Kumar Mayank, Christoph Guger, Paul F.M.J. Verschure (2007). “Physiological Responses during Performance within a Virtual Scenario for Rehabilitation of Motor Deficits”, PRESSENCE, Barcelona, Oct’07.