Matching Physical Rehabilitation Motions with a Gaming Experience Using Computer Vision on Mobile Phones
20220406433 · 2022-12-22
Inventors
Cpc classification
G16H20/30
PHYSICS
A63F13/428
HUMAN NECESSITIES
A63F13/213
HUMAN NECESSITIES
International classification
G16H20/30
PHYSICS
Abstract
A physical rehabilitation tool has a personal electronic device with a processor, a camera and a display screen. The processor is programed to illustrate a game module on the display screen. The game module includes at least a first feature and a second feature. The camera is configured to superimpose an image of a body part over the game module. Movement of the image of the body part from the first feature to the second feature requires the body part to traverse a desired range of motion.
Claims
1. A physical rehabilitation tool, comprising: a personal electronic device having a processor, a camera and a display screen; the processor programed to illustrate a game module on the display screen, the game module including at least a first feature and a second feature; and the camera configured to superimpose an image of a body part over the game module; wherein movement of the image of the body part from the first feature to the second feature requires the body part to traverse a desired range of motion.
Description
IN THE DRAWINGS
[0004]
[0005]
[0006]
[0007]
[0008]
DETAILED DESCRIPTION
[0009] As shown in
Game Design and Engineering
[0013]
Detection Algorithms
[0014] The detection algorithms are designed to detect medically correct motions for Range of Motion exercises.
Therapist Control
[0015] To tailor the patient's experience to their rehab progression, the platform enables the therapist to adjust the experience settings. In particular, the therapist may: [0016] Enable/Disable specific games and specific motions within games; and [0017] Set the angle threshold needed to complete a given motion.
[0018] As the patient's capabilities and range of motion improves, the therapist opens up new experiences and increases the difficulty of the experiences, when the patient is deemed ready.
Data Collection
[0019] The application disclosed herein may collect data on patient performance in the game. Over an exemplary three months period of time, the activity of users in the Candy Game was as illustrated in
[0020] Additional features include collecting data on the patient's performance outside of the games, for example, including a virtual goniometer, a pain scale, and a QuickDASH questionnaire to monitor patients on their Range of Motion, Pain and Functional Capabilities.