Dance2Rehab3D
A 3D Virtual Rehabilitation Game
Alessandro Diogo Brückheimer, Marcelo da Silva
Hounsell
LAboratory for Research on Visual Applications -
LARVA. Universidade do Estado de Santa Catarina -
UDESC. Joinville, Brazil
alebruck@gmail.com, marcelo@joinville.udesc.br
Antônio Vinícius Soares
Núcleo de Pesquisas em Neuroreabilitação – NUPEN.
Associação Catarinense de Ensino - ACE.
Joinville, Brazil
a.vini@ig.com.br
Abstract—Keeping patients into long term therapy seem to be
as beneficial as the therapy itself. The use of computers to
achieve engagement and motivation has been sought as a
medium that not only give entertainment but real therapy
benefits. The use of some interaction devices (such as mouse)
however is a limiting feature to some patients with motor
disabilities. Existing camera-based games do not reason with
the whole spectrum of movements required by therapy. Recent
development and popularization of depth cameras made it
possible to develop interfaces that can explore users’ 3D
movements with no device to hold. This paper presents a game-
like virtual environment where controllable situations are
generated and users limitations are considered in order to
foster movements on an interesting and relaxed set of activities.
The development has shown that a close collaboration between
physiotherapists and computer scientists are mandatory in
order to achieve a useful application.
Keywords-Virtual Reality; Rehabilitation; Games; Depth
Camera
I. INTRODUCTION
Motor rehabilitation can be defined as a way to achieve
qualitative and quantitative improvements in the daily
activities, bringing functional independence to the subject
[1]. Rehabilitation can use Virtual Reality (vr) techniques
and technologies as a way to promote computational means
[op. cit.]. The acronym VR can also be interpreted as Virtual
Rehabilitation when used to supply motor rehabilitation
applications [2]. Virtual Rehabilitation (VR) provides,
among other benefits, the ability to motivate patients to
physical therapy because it allows the establishment of a
context for carrying out the activity that goes beyond the
treatment. In the conventional physical therapy, the patient
must perform a sequence of repetitive, usually boring, set of
activities. Through computer systems, it is possible to use a
game-like software, for instance, where the patient must
perform the same movements made in physical therapy but
through a much more entertaining interface.
Despite presenting a number of benefits, the correct use of
the computational devices to the motor rehabilitation needs
software reliability and interaction accuracy with the patient.
Because the applications involve patients and induce them to
perform movements, they should provide an appropriate
level of movements to minimize the patients´ risk that may
occur by over stressing their joints.
Games developed to specific activities, beyond the
entertainment level, are called Serious Games [3]. Serious
Games may have different goals, as the daily situation
simulation [4] or hostile combat environments simulator [5].
Serious Games are used in the health sector for simulation
instruction and drills training [6], allowing new approaches
of treatment to be experienced.
Games that make use of cameras (webcams) have gained
great prominence, as they provide more intuitive interaction
and enable patients to produce the necessary movements for
their treatment during the game session. Motor rehabilitation
is one of the areas that benefits from the new movement
interaction techniques because it allows the activities of a
physical therapy to have a goal where the repetitive
movements are necessary which produces complete
therapeutic benefits. Beyond that, any resource used to
motivate patients is considered valid in order to keep patients
enrolled in the therapy as the benefits due to the
rehabilitation procedure itself and the amount of sessions are
equally important.
Nevertheless, cheap webcams can only reason with 2D
information of the patient´s silhouette which can be a
limiting feature as the majority of pathologies affect upper
limbs abilities to perform in the 3D space. Recent technology
evolution made available and affordable a new kind of
cameras, the depth cameras. These cameras not only capture
images but also distances from the camera.
There are not many games using depth camera around that
are tailored to therapy use although one can use existing
games for that task. However, in doing so, only the
entertainment issues are tackled and the therapy ones are
mostly set aside. Further, as existing games were developed
for healthy users, they can be considered too fast, too long
and/or would require users to reach too far. Because of this,
existing games hold up patients at initial phases of the game
and therefore end up frustrating patients.
2012 14th Symposium on Virtual and Augmented Reality
978-0-7695-4725-1/25 $26.00 © 4725 IEEE
DOI 10.1109/SVR.2012.30
182
2012 14th Symposium on Virtual and Augmented Reality
978-0-7695-4725-1/25 $26.00 © 4725 IEEE
DOI 10.1109/SVR.2012.30
182