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

Why sensors in healthcare are about to have their moment[edit | edit source]

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]

Recap of Stroke and Current stroke Rehab
[edit | edit source]

Demands placed on physiotherapy rehabilitation services [edit | edit source]

How Microsoft kinect can help
[edit | edit source]

Question Time
[edit | edit source]

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

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

Question Time:[edit | edit source]

Microsoft Kinect[edit | edit source]

What is Microsoft Kinect?[edit | edit source]

VirtualRehab[edit | edit source]

How does it work?[edit | edit source]

Pros[edit | edit source]

VirtualRehab in action[edit | edit source]

Did you know?[edit | edit source]

Jintronix
[edit | edit source]

Pros for clinicians[edit | edit source]

Jintronix in action[edit | edit source]

Using video games for better medical rehabilitation: Justin Tan at TEDxMontreal[edit | edit source]

Question time:[edit | edit source]

Key points[edit | edit source]

Research available
[edit | edit source]

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

Advantages[edit | edit source]

Disadvantages[edit | edit source]

Question time[edit | edit source]

Patient's perspective on Microsoft Kinect[edit | edit source]

Examples of patient experiences[edit | edit source]

How can Microsoft Kinect benefit me?[edit | edit source]

Key points[edit | edit source]

Fun facts[edit | edit source]

Considering microsoft kinect’s potential future in stroke rehabilitation: Emerging evidence
[edit | edit source]

Facial paralysis rehabilitation[edit | edit source]

Upper extremity rehabilitation[edit | edit source]

Balance rehabilitation[edit | edit source]

Assessment of gait[edit | edit source]

Other possibilities[edit | edit source]

Key points[edit | edit source]

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

What you need to know as a physiotherapist
[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