The emerging role of Microsoft Kinect in physiotherapy rehabilitation for stroke patients: Difference between revisions

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== Learning outcomes   ==
== Learning outcomes   ==
L1 - Identify and justify the knowledge and reasoning behind the use of motion sensor technology in physiotherapy practice for the rehabilitation of stroke patients.<br>L2 - Critically evaluate the evidence behind motion sensor technology in the rehab of stroke patients<br>L3 - Justify the use of Microsoft Kinect and how this benefits patient outcomes.<br>L4 - Outline the key knowledge physiotherapists will need to work with motion sensor technology in the rehab of stroke patients in the future<br>


== What is Microsoft Kinect&nbsp;  ==
== What is Microsoft Kinect&nbsp;  ==

Revision as of 19:32, 11 November 2015

 Introduction [edit | edit source]

1.0 Introduction

The median age of the general population is projected to significantly rise in upcoming years. This causes much added stress for clinics and hospitals. Stroke is a significant risk factor with age and the need for new rehabilitation is on demand. Technology and its advanced methods are continuously being assessed so that they can be used in a private, home-based setting while still providing rehabilitation instructions and progress tracking. This area of rehabilitation technology is expected to expand and will do so over the current year's (Webster, David 2014) (Levac et al., 2014).


Research study resoure: expansion of rehabilitation technology

Systematic review of Kinect applications in elderly care and stroke rehabilitation


Virtual Reality, is a clinically validated physical rehabilitation system based on video games and motion capture technology. It was developed to treat patients suffering from various conditions and pathologies. Neurodegenerative disease (Multiple Sclerosis & Parkinson's disease) Neuromuscular disorders ( Dystrophies, myopathies) and Neurovascular disorders/Trauma (Stroke and traumatic brain injuries) also to improve mobility of the elderly.

The result was a game developed in 2012 in Virtual Rehab to test out the possibilities of using video games as a complementary rehabilitation tool. The patient interacts with the system in a 3D environment, where they perform multiple movement combinations without the need of an attached device or a controller thanks to the Kinect.

VirtualRehab is tackling major issues related to rehabilitation. Not only is it providing a rehabilitation service which improves adherence to treatment by adding fun and entertaining features, but it also reduces the high cost associated with traditional rehabilitation making it more affordable and accessible to everyone.

Ideally, all stroke rehabilitation exercises would be performed with a therapist in a clinical setting on a daily basis with a recommended session of 45min per patient. However, this demand within hospitals is becoming increasing difficult and logistically impractical.(https://www.nice.org.uk/guidance/CG162/chapter/Key-priorities-for-implementation#the-core-multidisciplinary-stroke-team)

Microsoft Kinect is the forerunner in commercially available hardware in which development of these new technologies can be built. Information on how it works? What is does? And an insight into Virtual Rehab developed by Microsoft Kinect for the use of stroke patients will be discussed.(microsoft developers)


Words: Microsoft Kinect, Virtual Rehab, Rehabilitation, Stroke


 

Audience[edit | edit source]

This resource is designed to provide physiotherapists with an insight into Microsoft Kinect and its use in stroke rehabilitation.

Learning outcomes [edit | edit source]

L1 - Identify and justify the knowledge and reasoning behind the use of motion sensor technology in physiotherapy practice for the rehabilitation of stroke patients.
L2 - Critically evaluate the evidence behind motion sensor technology in the rehab of stroke patients
L3 - Justify the use of Microsoft Kinect and how this benefits patient outcomes.
L4 - Outline the key knowledge physiotherapists will need to work with motion sensor technology in the rehab of stroke patients in the future

What is Microsoft Kinect [edit | edit source]

Where it all began- virtual reality[edit | edit source]

Pathology of stroke[edit | edit source]

Current practice on rehabilitation of stroke
[edit | edit source]

Meeting 21st century healthcare needs: the need for motion sensor technology
[edit | edit source]

Key facts[edit | edit source]

Person’s perspective on technology[edit | edit source]

Stroke and the need for intensive rehabilitation[edit | edit source]

Stroke and Microsoft Kinect: Background[edit | edit source]

Case study/ Question time/ key fact:[edit | edit source]

Microsoft Kinect[edit | edit source]

What is Microsoft Kinect?[edit | edit source]

VirtualRehab[edit | edit source]

Jintronix
[edit | edit source]

Case study/ Question time/ key fact:[edit | edit source]

Research available
[edit | edit source]

Advantages and disadvantages of Microsoft Kinect[edit | edit source]

Evaluation of Kinect’s rehabilitation use in other populations and conditions[edit | edit source]

Considering Microsoft Kinect's Potential Future in Rehabilitation[edit | edit source]

Physiotherapy role and Microsoft Kinect[edit | edit source]

Assessment of stroke patients for the use of Microsoft Kinect[edit | edit source]

Is it appropriate for all stroke patients?[edit | edit source]

[edit | edit source]