This project proved to be an effective and interesting tool for the physiotherapy. VR is a computer based intervention providing patients with a virtual interactive and applicable treatment. There are millions of people affected by stroke and therefore encouraging research into the most effective tr
Interactive Physiotherapy on Virtual Reality VR Using BioFeedback Sensors
This project proved to be an effective and interesting tool for the physiotherapy. VR is a computer based intervention providing patients with a virtual interactive and applicable treatment. There are millions of people affected by stroke and therefore encouraging research into the most effective treatment methods is important. The use of VR in therapy is still being studied as it is a new concept recently introduced to the physiotherapy. This prototype helps the patient to recover their arms mobility in a short time period while practicing VR Physiotherapy by getting motivated and getting involved in the game environment, the environment of the game is designed to build relaxation in the patient as the patient after wearing the VR headset is free from the hospital environment. The game is designed as per Physiotherapists prescription, the patient play the game and meanwhile the physiotherapy is being experienced at that time by the patient. All the medical parameters are being sensed by the Bio-Feedback sensors and checked by the Physiotherapist treating the patient.
• The developed VR game helps to increase mobility in patients.
• The VR environment of the game is eye catching.
• The developed app extracts useful information for physiotherapist to monitor the progress of the patient.
• Positive feedback in terms of visual and auditory messages motivates the patient to continue therapy game for a longer duration.
This project presents the discussion and performance of Human Computer Interaction (HCI) simplifications to enhance the experience of patients witnessing a physical therapy. Using movements landing ways and strategically designed games, physical recuperation can be made an enjoyable experience to the cases. To start with this exploration, we originally conducted a couple of field visits and interacted with the professionals in the field of activity and occupational remedy. It was largely apparent that although the conception of virtual recuperation isn’t new to experimenters, there was veritably little perpetration of the idea amongst the Indian medical professionals and interpreters. Biofeedback remedy trains the case to control freely the involuntary process of their body. On-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or indeed in neurological aspects within occupational remedy.
The idea behind using immersive gaming as a tool for physiotherapy combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. The physical movements are captured by the wireless ultrasonic detector. This project will build motivation and interest in the patients through the virtual reality physiotherapy. The patient will wear a virtual reality (VR) machine on his head and the screen of VR will be in front of the patient’s eyes.
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The patient will experience a game in the VR that would have different levels and the levels will be selected by the doctors that what level the patient needs to play. The patient will try to complete the level by moving his disabled arms/hands, the game will be designed as per the doctor’s suggestion that how a therapy works, relieves pain, improves circulation and reduces tension in specific part of the body.
This idea proposes an entertaining way to perform routine exercises which do not require physical intervention, by packaging them into a Virtual Reality (VR) game environment for such patient to enhance joint and muscle mobility while also providing continuous monitoring of vital signs using bio-sensors. The data entered from the detectors are also transferred to the game using periodical wireless communication. There are two main aspects to this exploration Stir capturing and Game design.
ist of Hardware Components
The game is designed on Unreal Engine software and is installed in Oculus Quest 1 Virtual Reality headset, the bio feedback sensors such as temperature sensor and pulse oximeter are connected with arduino so that the real time data from the sensors can be shown on the screen.
The display of the project is made with glass so that VR headset and bio-feedback sensors are safe.
| Item Name | Type | No. of Units | Per Unit Cost (in Rs) | Total (in Rs) |
|---|---|---|---|---|
| Temperature Sensor DS18B20 | Equipment | 1 | 320 | 320 |
| Pulse Oximeter Max30100 | Equipment | 1 | 480 | 480 |
| Arduino Board | Equipment | 2 | 600 | 1200 |
| Arduino cables | Equipment | 2 | 150 | 300 |
| Jumper wires | Equipment | 13 | 10 | 130 |
| Bread board | Equipment | 1 | 150 | 150 |
| Glass box | Equipment | 1 | 2500 | 2500 |
| VR headset oculus quest 1 | Equipment | 1 | 60000 | 60000 |
| Game Development | Miscellaneous | 1 | 8500 | 8500 |
| Total in (Rs) | 73580 |
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