The emerging role of Microsoft Kinect in physiotherapy rehabilitation for stroke patients

Original Editor - Karen Feeney, Kate Reidy, Nicole Bell, Sally Wood and Joanne Knowles as part of the QMU Current and Emerging Roles in Physiotherapy Practice Project

Top Contributors - Sally Wood, Kate Reidy, Nicole Bell, Karen Feeney, Hannah Meredith, Leana Louw, Kim Jackson, Naomi O'Reilly, Joanne Knowles, 127.0.0.1, Admin, Chee Wee Tan, Evan Thomas and Michelle Lee  

 Introduction:Where it all began[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 [1]

(Levac et al., 2014).[2]


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.[3]

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.[4]

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.[3]


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]

Kinect derived from the meaning of the word kinetic (meaning to produce movement).

Microsoft's Kinect is described as a "controller-free gaming and entertainment experience" and is commonly sold bundled with the Xbox 360. However, to see it as only a way to play games would underestimate its significance and brilliance.[5]

A computer based gaming systems such as Microsoft Kinect (Kinect), can facilitate complex task practice, enhance sensory and motor feedback, and provide visually observed technique for the user.

The Kinect is currently the hardware that provides developers with the greatest opportunities for innovative programs - for both games and applications.

Essentially this hardware is a box with some cameras that makes use of infra-red (IR) illumination to obtain depth data, colour images and sound. The Kinect system can identify players through face and voice recognition. Kinect can "see" in 3-D and creates a skeleton image of the player and a motion sensor detects movement.[6]

What does Microsoft Kinect do?[edit | edit source]

A device that is much more than a game Kinect can measure in depth every point in a scene.

The use of Kinect fall into a number of different categories:

  • You can use the depth of its sensors to create virtual and reality applications.
  • It can be used to respond to human movements and gestures
  • It can be used with robot devices as a navigation
  • You can use it to make 3D measurements and model construction

[7]

In regards the purpose of this Wiki we wish to inform you the reader of how the use of depth sensors can create virtual rehab and how this can be implicated into practice for physiotherapist's on Stroke patient's

Pathology of stroke[edit | edit source]

A stroke occurs when there is interruption of the blood supply to a particular area of the brain, ultimately leading to cell injury and cell death.
Strokes can be classified as either:
• Ischaemic
• Haemorrhagic
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Ischaemic strokes are the most common, accounting for up to 80% of strokes, and occur when there is an occlusion of a blood vessel impairing the flow of blood to the brain.
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Current practice on rehabilitation of stroke [edit | edit source]

Meeting 21st century healthcare needs: the need for motion sensor technology
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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
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Case study/ Question time/ key fact:[edit | edit source]

Research available
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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]

References [edit | edit source]

  1. Webster, David, and Ozkan Celik. "Systematic review of Kinect applications in elderly care and stroke rehabilitation." J. Neuroeng. Rehabil 11.1 (2014): 108.
  2. Levac et al. (2014)
  3. 3.0 3.1 Microsoft. UK Developers. 2014 [cited 05 Nov 2015]. Available from: http://www.microsoft.com/en-gb/developers/articles/week05may14/how-the-kinect-azure-and-gamification-are-helping-virtualrehab-to-rehabilitate-patients-worldwide/
  4. National Institute for Health and Care Excelance. NICE. 2013 [cited 05 Nov 2015]. Available from:(https://www.nice.org.uk/guidance/CG162/chapter/Key-priorities-for-implementation#the-core-multidisciplinary-stroke-team)
  5. TechTarget.2009 [cited 03 Nov 2015]. Available from: http://searchhealthit.techtarget.com/definition/Kinect
  6. Fairhead.H All about Kinect. 2015 [cited 03 Nov 2015]. Available from: http://www.i-programmer.info/babbages-bag/2003-kinect-the-technology-.html
  7. Cite error: Invalid <ref> tag; no text was provided for refs named i-programmer