GAVRe2: Towards Data-Driven Upper-Limb Rehabilitation with Adaptive-Feedback Gamification
Open accessAbstract
This paper presents Game Adaptive Virtual Reality Rehabilitation (GAVRe2), a framework to augment upper limb rehabilitation using Virtual Reality (VR) gamification and haptic robotic manipulator feedback. GAVRe2integrates independent systems in a modular fashion, connecting patients with therapists remotely to increase patient engagement during rehabilitation. GAVRe2exploits VR capabilities to not only increase the productivity of therapists administering rehabilitation, but also to improve rehabilitation mobility for patients. Conventional rehabilitation requires face-to-face physical interactions in a clinical setting which can be inconvenient for patients. The GAVRe2approach provides an avenue for rehabilitation in a domestic setting by remotely customizing a routine for the patient. Results are then reported back to therapists for data analysis and future training regime development. GAVRe2is evaluated experimentally through a system that integrates a popular VR system, a RGB-D camera, and a collaborative industrial robot, with results indicating potential benefits for long-term rehabilitation and the opportunity for upper limb rehabilitation in a domestic setting.
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Data-driven adjustment during application development could help maintain the efficacy of VRET over the treatment duration.
“Regardless, data-driven adjustment during application development, as proposed by Lai, could help maintain the efficacy of VRET over the treatment duration [150].”
From SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia (2024) · cites this paper as [150]
The Framework section says the system uses data collected across therapy sessions to update an upper-limb rehabilitation program. The Robotic Manipulator section also proposes adaptive parameter tuning to improve user experience. Neither passage addresses virtual reality exposure therapy (VRET) or shows that such adjustment maintains treatment efficacy over time. (LLM, conf=0.87)
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References 28 · Cited by 13
Research works printed but not linked: 1
- J. Janssen, O. Verschuren, W. J. Renger, J. Ermers, M. Ketelaar, and R. van Ee, "Gamification in Physical Therapy," Pediatric Physical Therapy, vol. 29, no. 1, pp. 95-99, 1 2017.
- Authors
- Lai, Y., Sutjipto, S., Clout, M. D., Carmichael, M. G., & Paul, G.
- Affiliations
- University of Technology Sydney (AU)
- Venue
- 2018 IEEE International Conference on Robotics and Biomimetics (ROBIO)
- Publisher
- IEEE
- Published
- 2018-12
- Pages
- 164-169
- OpenAlex
- W2920898951
- Cited by
- 13
- References
- 28
- Citations by year
- 2025: 3 · 2024: 3 · 2022: 2 · 2021: 2 · 2020: 2 · 2019: 1
- FWCI
- 4.49
- Type
- conference paper
- Language
- en
- Open access
- green
- hdl.handle.net
- Licence
- other-oa
- Locations
- IEEE International Conference on Robotics and Biomimetics (ROBIO) (publishedVersion)
- UTS ePRESS (University of Technology Sydney) (submittedVersion, other-oa)
- Funders
- Australian Government
- University of Technology Sydney
- Topics
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Physical Sciences › Engineering › Biomedical Engineering › Prosthetics and Rehabilitation Robotics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Keywords
- upper limb rehabilitation, virtual reality, gamification, haptic feedback, robot manipulators, telerehabilitation, telemedicine, patient engagement, RGB-D camera, home-based rehabilitation, adaptive feedback
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