Telekin
Tele-rehabilitation System for Musculoskeletal and Cognitive Disorders
using Natural Movement Interface Devices
Raúl Velasco Caminero
1
, Luis A. Méndez Herrero
1
, Francisco J. Díaz-Pernas
1
, Juan Calabia del
Campo
2
, Míriam Antón Rodríguez
1
and Mario Martínez-Zarzuela
1
1
Department of Signal Theory and Communications and Telematics Engineering, University of Valladolid, Spain
2
Faculty of Health Sciences, European University Miguel de Cervantes, Spain
Keywords: Rehabilitation, Serious Games, Microsoft Kinect®, Leap Motion.
Abstract: In this paper we describe a virtual rehabilitation system designed to improve different physical and cognitive
disorders. Rehabilitation is carried out through virtual reality and serious games. Currently, in this system, we
use Microsoft Kinect v2 and Leap Motion sensors. Thanks to the modular development of the system, we can
add new rehabilitation devices such as Oculus Rift, as well as create new games depending on the pathology
to be treated. Therapists access to the system through a web portal where, depending on their access level,
they can create rehabilitation sessions and therapies and track the patients’ progress. Patients access to the
system through a local application and not using keyboard or mouse devices, using a natural user interface
based on their movements. Rehabilitation sessions consist on serious games where the patient performs the
exercises of his session programmed by a therapist. There are different types of user with different access
levels: administrator, therapist, familiar and patient. The different types of user interact with their respective
modules.
1 INTRODUCTION
The increase of life expectancy among the population
brings along, in many cases, chronic diseases that
reduce their mobility and prevent them from
developing routine tasks such as getting dressed,
showering… becoming dependent people
(Christensen K, 2009). In addition, these deficits can
reduce the participation in social and leisure
activities, and even, affect in a negative way the
person’s mood (W. Gabriele, 2009). One of the
visible consequences is the saturation in clinics and
hospitals. The main factors that contribute to this
increase are the need of cares for these people
(prevention and detection of disabilities) as well as
the need of rehabilitation (Nichols-Larsen D.S.,
2005). A huge amount of physiotherapists and
professionals indicate that the number of exercises in
a therapy session is generally insufficient and the lack
of regularity of the execution of them prevent
rehabilitation from being completely effective (C.
Lang, 2007).
Researchers suggest that an occupational therapy
can stimulate the brain enough to improve patients´
motor skills. The creation and development of
motivating and effective methods to encourage these
kind of patients to perform the proposed exercises is
crucial to help them improve their motor skills and
increase their independence (J. Kleim, 2003).
An interesting strategy to follow is the
incorporation and use of various technologies focused
on occupational therapies in several environments.
Specifically, virtual reality and serious games based
on patients´ movement are gaining relevance (D.
Jack, 2000) (Beaulieu-Boire, et al., 2015) .
One of the most common problems for the
establishment of motion capture systems is their high
cost and the complexity of their assembly. However,
with the emergence of new technologies like sensors
for motion capture (Kinect v2, Intel Real Sense, Leap
Motion…), they have given rise to tools for the
objective analysis of the movement, as well as the
interaction with serious games by virtual reality
(Chang C-Y, 2012).
Several studies confirm the improvement in the
rehabilitation services of the patients by improving
their motor skills and creating an adherence to the
therapies proposed through virtual reality, using the
198
Caminero, R., Méndez-Herrero, L., Díaz-Pernas, F., Campo, J., Rodríguez, M. and Martínez-Zarzuela, M.
Telekin - Tele-rehabilitation System for Musculoskeletal and Cognitive Disorders using Natural Movement Interface Devices.
DOI: 10.5220/0006366701980203
In Proceedings of the 3rd International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2017), pages 198-203
ISBN: 978-989-758-251-6
Copyright © 2017 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
sensors previously mentioned (Yao-Jen Chang,
2011).
Our research group designs and implements
virtual reality therapies based on serious games.
This paper shows the technical specification of
the rehabilitation system (TELEKIN) under
development by our research group. There are other
virtual reality systems that use Microsoft Kinect
Sensor such as KiRes (Antón D., 2013) and EPIK
(Garrote, et al., 2015), developed by our research
group, among others. Other researchers (Muñoz J.,
2013) (Pirovano M., 2012) also use Kinect based
systems in the physical rehabilitation area. The
difference between these systems previously
mentioned and TELEKIN is that, with this new
system under development, we seek to provide a tool
of support for doctors and therapists to take a more
precise and detailed control of the evolution of the
patients without having to carry out this follow-up on
a face-to-face basis while the patients perform the
rehabilitation sessions. This system is developed in a
modular way, that is to say, you can add new devices
for rehabilitation that will emerge over time.
Currently the system includes Microsoft Kinect v2
and Leap Motion sensors.
2 METHODS
2.1 Purpose of the System
The purpose of the system is to encourage patients to
carry out the training whose doctors have
recommended and keep a suitable and personalized
routine for their pathology.
Furthermore, it is intended to offer specialists
(doctors, therapists) a tool to keep track of their
patients’ progress wherever they do the exercises,
either at home or at the medical center.
2.2 Technologies
The system is divided, as will be shown later, in two
different parts: a web platform and a game.
The web platform is programmed using PHP and
jQuery languages, using Bootstrap framework (Team
Bootstrap, s.f.). For the database that feeds the web, a
MySQL language was used.
The game makes use of two devices to catch the
user’s movement:
Microsoft Kinect v2 (Microsoft, s.f.) to catch
users’ body movements.
Leap Motion (Leap Motion, Inc, s.f.) to catch
users’ hands movements.
The game has been programmed with the Unity
(http://unity3d.com) game engine, that allows
developing interactive content for multiplatform
systems (PC, Android, Mac, iOS, Linux, consoles).
The recommended hardware and the software
configurations needed are: Microsoft Kinect sensor
v2, Leap Motion, and a computer running Microsoft
Windows 8 or later with the Kinect and Leap Motion
drivers installed.
2.3 Main Features
The system has been programmed with a clearly
modular design, with the end to make possible to add
new modules in an easy way, with no hard changes
needed in the system parts.
The tool consists of the following modules:
Administrator Web Module: this module is a web
interface with a lateral menu that shows all the actions
that the administrator access level can perform. These
include the management of all users of the medical
center and the configuration of the entire system,
among others. The rest of the actions that this access
level performs are detailed in the following section
(see Account Types section).
Therapist Web Module: this module is similar to
the Administrator Web Module. It shows a web
interface that shows the actions allowed for this
access level (see Account Types section).
Relatives Web Module: this module shows a
summary of the patient´s main data and his evolution
in the different rehabilitation sessions. It can be
accessed by patient’s relatives, once they have the
proper access rights.
Game Module: The game module is a 3d
environment which contains rehabilitation activities
for the patients. It starts with a menu in which the user
must choose his account and play the activities or
games that the therapist has previously assigned. The
patient will be able to do the activities that were
scheduled. The aim of these activities is to achieve
rehabilitation through serious games and patient’s
range of motion measuring.
2.4 Account Types
Depending on the account type, the patient will have
access to different modules and configuration options
within one of them. Each access level grants the user
also to use functions of lower levels, in a hierarchical
manner. The highest level is administrator, followed
by doctor, family and patient.
Administrator´s Account: with an administrator´s
account, you can manage all the users of the system,
configure all the parameters of the system, assign
patients to doctors and create or modify the different
therapies for the patients.
Telekin - Tele-rehabilitation System for Musculoskeletal and Cognitive Disorders using Natural Movement Interface Devices
199
Therapist´s/medical´s Account: with this type of
account, you can create different sessions to the
patients who are in charge and observe their progress
through the visualizations of statistics obtained when
the patients perform the games configured. In
addition, you can configure the parameters of each
game and the parameters for the gamification offered
in the games and customize these parameters for each
patient.
Relative´s Account: with this type of account, you
can observe the patient´s progress. Several statistics
obtained in the realization of the sessions created for
the patient are offered. In addition, general data of
that patient are shown as the total score, level of play
and other data associated with the gamification used.
Patient account: the patient type account is only
used in the game module. It allows to access to the
sessions created previously by the doctors and to
perform the proposed activities.
2.5 Modules of the System
2.5.1 Admin Web Module
The administrator web module manages all the users
of the center (CRUD rules), as well as the
configuration of all the parameters of the system.
Through the web interface (Figure 1), all actions
associated with this level of access are performed. In
addition, this module allows to assign patients to the
allocated doctor.
Figure 1: Administrator access level web interface.
2.5.2 Therapist Web Module
In the medical/therapist web module, the creation and
configuration of the specific sessions to each patient
can be done. It is possible to configure specific
parameters for the sessions´ games, so that they are
customized for each patient. In this way, the therapies
are specifically adapted to the deficiencies of each
patient. In addition, you can observe the evolution of
each patient by displaying statistics. Initially, the user
of this module has to select the patient to treat.
Henceforth, all actions will be performed on the
selected patient.
Figure 2: Selection of the patient that be treated.
Once the patient is selected, all the actions
associated with this level of access are displayed.
Therapies and sessions are generated and configured
so that the patient can perform them (Figure 3).
Figure 3: Medical/therapist access level web interface.
2.5.3 Family Members Web Module
In the relative´s web module, you can see the progress
of the patient through statistics. Graphs are shown
with the data obtained during the different sessions
proposed. In addition, you can view the current
therapy and the most representative data of the
patient´s profile (Figure 4).
Figure 4: Family members access level web interface.
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2.5.4 Game Module
This module is only accessible with a patient account.
The user enters the module to perform the activities
that had been scheduled by the doctor.
This part of the system is developed using Unity,
and it is a 3D environment that combine interactive
menus with 3D games with the aim of stimulate the
patient to do the exercises scheduled by his own
therapist.
The game module can be divided in three
different parts: menu, evaluation activities and
games:
Menu: once the system starts, it displays a
welcome screen with an access button. At first, the
patient must select his user and confirm that it is him
choosing a secret word which was previously
selected. Then, the system displays all the activities
that the therapist chose for this patient and wait for
the starting of the first of them.
The selection of the user (Figure 5) and the
activity (Figure 6) can be done automatically
depending on the parameters that the doctor has
chosen. To handle through the menu buttons, the
patient can use the hands to move de pointer on the
screen. The movements of the hands are tracked by
the sensors (Microsoft Kinect or Leap Motion) and if
the pointer stops over a button for a few seconds, this
button is pressed the function of said button is
executed.
Figure 5: Manual User Selection.
Figure 6: Automatic Activity Selection.
Evaluation activities: these activities are based on
goniometers which measure the patient’s joint range
of specific body joints.
On the left side of the screen a video that
represents the movement to perform is displayed,
while a message both read out and displayed at the
bottom of the screen. On the right side, an avatar
reproduces the movements of the patient.
The current angle of the patient’s joint and the
maximum value that has been reached in previous
sessions are showed at the top of the screen.
The activities can track the angles of joints of the
body (Figure 7) using the Microsoft Kinect sensor or
angles of joint of the hand (Figure 8) using Leap
Motion.
Figure 7: Body Joints Evaluation Activity.
Figure 8: Hand Joints Evaluation Activity.
Each exercise must be done for a given time,
determined by the doctor. When this time is over, the
activity is closed and the next exercise begins. This
loop continues until all the exercises that the doctor
had chosen are finished.
Games: the games are composed of two parts.
First, a user calibration is done to know the limits of
the patient when making the movement that is
necessary to play the game. When the system has
collected this data, the game begins.
The calibration (Figure 9) follows the same steps
that the evaluation games, but is focused on the
Telekin - Tele-rehabilitation System for Musculoskeletal and Cognitive Disorders using Natural Movement Interface Devices
201
specific movement of a joint. The range limits are
saved to configure the game that starts next.
Figure 9: Game Calibration.
Once the system knows the patient limits, it starts
the game which was selected by de therapists
considering the data collected in the calibration.
Two different easy to play games for
musculoskeletal disorders rehabilitation have been
developed. In one of them, (Figure 10) the patient
must move a ball vertically trying to avoid to crash
with the obstacles. In the other game, (Figure 11) the
patient has to move a platform horizontally in order
to bounce a ball and throw it against some blocks
which are on the opposite side. Ball and platform are
moved by the patient by doing flexion and extension
exercises of the joint which has been chosen by the
doctor (wrist, hip, shoulder).
Figure 10: First Musculoskeletal Disorders Game.
Finally, the system includes a game for cognitive
disorder rehabilitation. In this game, some words are
randomly displayed on the screen and the patient has
to use all of them to build a sentence (Figure 12).
There are two ways to move words: using Microsoft
Kinect or Leap Motion. The patient has to move the
pointer with his hands and put it over a word, and
when the word is selected, he must move it to a free
sentence gap, at the bottom of the screen. There are
Figure 11: Second Musculoskeletal disorders Game.
some gestures to catch the words: closing the
hand, joining the tips of index and thumb fingers or
keeping the pointer over the word for a while. The
therapist can configure how the patient should grab
the words and the difficulty of the sentences that
appear in the game.
Figure 12: Cognitive Disorders Game.
3 CONCLUSIONS
This paper presents the beta version of the TELEKIN
system. The system includes two clearly
differentiated interfaces. The web interface, where
therapists configure and evaluate the evolution of
their patients, and the serious games interface, that is
used for rehabilitation. All training sessions are
played in a virtual 3D environment.
This system has a modular design, that is, new
rehabilitation devices can be included to the system
as they arise. In addition, new modules can also be
developed depending on the diseases and needs of
each patient. Pathology treated with this system can
be both physical and cognitive. Currently, the system
includes physical rehabilitation modules for different
joints (shoulder, back, balance, coordination…). We
are now developing new modules for patients with
intellectual disability.
This system is presented as a complementary tool
for doctors and therapists. The system tracks the data
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and the improvement of their patients and can be
accessed on a remote way in any moment they need
through the web platform of the system.
At this time, the included sensors in the system
are Microsoft Kinect v2 and Leap Motion, but thanks
to its modular structure, it is planned to add new
sensors that can measure more body joints. In the near
future, the system will include the Oculus Rift virtual
reality glasses and Gloveone haptic gloves to induce
different sensations in patients.
The aim is supply a tool to health professionals
and patients which makes the rehabilitation,
evaluation and treatment tasks easier, simpler and
much more effective.
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