Low-cost system in the analysis of the recovery of mobility through inertial navigation techniques and virtual reality

Wilver Auccahuasi, Mónica Diaz, Fernando Sernaque, Edward Flores, Justiniano Aybar, Elizabeth Oré

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

People can develop fully, when they can make use of all their faculties and abilities, the ability to mobilize is one of the most important factors; when this capacity fails to develop or is limited generates a deficit in mental and personal development, and when this problematic situation is taken to children, it becomes more critical because children are in a stage of physical and emotional growth and development, present some deficiency that makes their mobilization impossible to have harmful effects; these deficiencies in most cases are caused by diseases and accidents. Their recovery depends in most cases on surgical interventions and their subsequent treatment to recover mobility, based on physiotherapy and rehabilitation exercises. Rehabilitation treatments in adults are carried out with minimal problems due to the degree of awareness and the needs of the patient; the problem grows considerably when dealing with children, who in the development of rehabilitation exercises are required without considering the environment, which in most cases are not conditioned for them, so that its realization is in some traumatic cases and generates a negative reaction to these exercises; the proposed system manages to improve the environment for children to make their exercises and in particular at the moment of being able to evaluate the progress, with the use of recreational environments, the proposal is based on the use of video game technologies with a virtual reality approach based on the video game “Minecraft, " as mechanism of registration of the displacement at the moment of the march; an inertial navigation circuit is used to register the direction, displacement, deviation at the time the child walks interacting with the game, giving the feeling that the child is inside the video game; interaction and control is done wirelessly using a Bluetooth connection or a Wi-Fi connection depending on the distance between the child and the workstation. The results in the tests show that the child has better acceptance at the time he performs the rehabilitation exercises and at the time he moves to analyze the progress because it is part of the video game, as well as you can record the movements made and can graph it to assess its center of gravity and linearity in the displacement.

Original languageEnglish
Title of host publicationHealthcare Paradigms in the Internet of Things Ecosystem
PublisherElsevier
Pages271-292
Number of pages22
ISBN (Electronic)9780128196649
DOIs
StatePublished - 1 Jan 2020
Externally publishedYes

Keywords

  • Acceleration
  • Gyroscope
  • Pathologies
  • The march
  • Video game
  • Virtual reality

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