A COGNITIVE APPROACH FOR STROKE REHABILITATION BY ACUTE HAND MONITORING Hema Barathi.R1, Ramya Priyadarshini.D1, Sowmya.K1,Ramalatha M 1 Department of Information Technology, Kumaraguru College of Technology, Coimbatore, Tamil Nadu, India Abstract - Cognitive rehabilitation for non-traumatic brain injuries focuses purely on retrieving the cognitive abilities of a person after an injury or an illness affects one’s brain. Successful rehabilitation for stroke has often resulted from using effective motion sensing. The existing systems include a virtual reality environment along with a high definition camera used for motion capture. The major drawbacks found in these systems are that they measure only wider hand and leg movements and are expensive. We have developed a Cognitive approach for Stroke Rehabilitation by acute hand monitoring, which measures acute displacements of hand that is used in bringing effective cognitive rehabilitation for stroke patients at the rehab stage. Flex sensors are attached to the fingers of the patient to measure even a slightest jitter and corresponding magnified finger movement is displayed which motivates the patient. Keywords: Cognitive rehabilitation, rehabilitation, hand monitoring. stroke 1 Introduction The three inborn skills of every human being namely the sensory, the motor and the cognitive skills are subjected to various experiments every now and then as they could lead to the sprouting of new innovative therapies and rehabilitation processes for both traumatic and non-traumatic brain injuries. According to the official journal of Indian Academy of Neurology, of late, India is silently witnessing the stroke epidemic and serious efforts must be taken to fight against it. The currently existing stroke rehabilitation in India primarily involves the participation of a Neurologist, a Physiatrist, a Psychiatrist, a Physical Therapist, an Occupational Therapist and a Speech Therapist. The combined contributions of all the above mentioned doctors enable a stroke patient to undergo the rehabilitation process successfully. This conventional rehabilitation process involves more patience and round the clock presence of another person which could be tiring. According to studies made by The George Institute for Global health, India, 87% of stroke patients in low and middle- income countries such as India have no access to Western form of stroke rehabilitation as they are really expensive. On summing up all these disadvantages on the existing rehabilitation processes, there is a need for new, economic friendly and easily accessible stroke rehabilitation process and our attempt is focussed on providing such rehabilitation process to the lower economy stroke patients. 2 Literature survey The survey on the existing rehabilitation systems and techniques gave us many fruitful insights which helped us to define our system’s objective. The goal of Virtual Reality systems is to put the people with disabilities in control of their own activities with one such instance described by Norman [6]. The pros and cons of virtual rehabilitation have been clearly explained by Grigore [3]. However a major disadvantage would be the attitude of the therapist and inadequate communication between the patient and the therapist. A SWOT analysis conducted by Albert and Gerald [1] shows us that the major strength is the motivation and confidence it creates in the patients. But the acceptance of the patients and doctors is been a major concern. The major contributions of VR have been through the development of games and virtual environment for the patient with few instances such as hop hop frog and bubble pop in [9]. Another development of VR is the use of system from the home with remote monitoring from the clinic [2]. A basic convenient home based virtual reality rehabilitation system would normally consist of a laptop or a computer with suitable user interfaces and joy sticks [8]. Another approach is to obtain postures from the human and create key frame animations from poses captured from a single camera. A very interesting approach was to use music in stroke rehabilitation [5].Since music combines three cognitive formats namely motor, iconic and verbal; it promotes rehabilitation which reduces anxiety and confusion thus improving motivation. Colour gloves have different colour patches based on which the motion of the hand is being monitored. According to [10] the motion of the gloved hand is tracked by capturing it through camera, which is later, processed in the computer. But a drawback of using this technology is that an exact motion of the hand can never be tracked. Later cost efficient gloves were developed such as one described in [7].But [7 it had a serious disadvantage of increasing the physical inconvenience to the patients. Another glove developed with the same goal was described in [4] [4 where they used cloth glove with colour markers. Based on the colour of thee marker the motion of the t hand is detected. Figure 1: Colour gloves for stroke patients 3 Inference of the survey From the survey on virtual rehabilitation, it was obvious that the concept of virtual rehabilitation works effectively to a greater extent unlike its other othe rehabilitation counterparts. One main inference made from the survey is that the concepts of virtual and mental rehabilitation are technologies that are yet to be utilized by Indian hospitals. These technologies are things of the present at western countries and are proved to bee effective. So by implementing virtual rehabilitation concept through a cognitive approach, the treatment for paralysis patients in India can become more effective than those physical rehabilitation practises that are currently in existence. exis The survey taken on the existing virtual rehabilitation practises lead to several interesting perspectives. One important perspective is that all the research papers that were considered for the survey had a very common drawback. All the systems pr proposed outwardly restricted the physical freedom enjoyed by the patients. This in turn affects the rehabilitation process to somee extent. Hence it was necessary to design a system that effectively enhances the patient’s physical freedom. The survey on data and colour gloves contributed to most of the objective of the project. Colour gloves and data gloves are customized equipments which cost material as well as money. Since 5 out of 6 people are attacked with paralysis, it is practically impossible for patients ents to afford the gloves system for their rehabilitation. Thus through this survey we conclude that we must develop a system that is devoid of costly gloves but should implement the functionalities that are effectively performed by gloves. Figure 2: Block diagram of the system 4 Overview of the system Based on the inferences made from the literature survey, we formed the overall block diagram of the system which has three modules as depicted above. The input module consists of a microprocessor which receives the signal from the sensor that is fixed on the patient’s hands. The microprocessor used here is Arduino Uno and the sensor is flex sensor. sor. Arduino Uno was selected for the system because of itss simplicity and its nature of being programmer friendly. Its ADC feature and greater compatibility makes it easier to use and program. For the sensor, first we considered the three axis accelerometer ADXL335 but we had a difficulty of placing it on the patient’s tient’s finger because of its bulkiness. To overcome that particular difficulty and also to achieve our objective of maximum physical freedom to the patient, we chose the flex sensors. Flex sensors are made up of carbon resistors and are available in various lengths. We used the2 inch flex lex sensors and the very thin structure of the sensor is apt to place right on the fingers – on the back side of the hand. The application is compatible with Windows OS only. The videos suitable for the patients must be selected for customization of application. The patients are subjected to only cognitive rehabilitation. 5 Working of the system The efficiency of the system depends on how well the system copes with the real time input it receives and also how well the communication takes place between the modules. An executable windows form application is installed in the attendee’s computer,, the person who is in charge of the system. The Arduino codes runs indefinitely until it gets an input from the flex sensor. Once an impulse is received, the arduino sends the angle of movement received from the flex sensor to the application. A sample screen shot with received angle measure is shown below: Figure 4: Angle Measure Figure 3: Hardware of the system The processing part composes of the computer to which the Arduino is attached. The application that takes care of the processing part is the windows form application which is developed in the C# language using the Windows Visual Studio’s .NET framework. The form initiates the communication with the arduino with a button press event and once it receives a value from the arduino, it triggers a video file to play. Once the angle measure is received, the application displays options for customization. The screen shot is given below: The output module is primarily a display device which displays the video file that the windows form has retrieved. The display device will be of user’s choice say y a TV screen, a projector screen or a computer screen. As any other real time system, our system too has certain basic requirements as given below: There should be an attendant/nurse for operating the application. Figure 5: Customization options The customization stomization options are age group, skin tone, status and gender. The options are initially picked up and registered to the system under the patient’s name except for the status option. The status of the patient is determined by the angle measure. Angle measure interval of 0 -25 is determined to be ‘initial’ stage, 25 – 75 is the ‘middle’ stage and above 75 is the ‘final’ stage. 8 References [1] Albert “Skip” Rizzo, GerardJounghyun Kim(2005) “A SWOT analysis of the field of virtual reality rehabilitation and therapy, Presence Teleoperators and Virtual Environments – Special Issue, Vol. 14, No. 2, 119-146, April 2005. According to this system, the video will bring up a cognitive impulse in the patient and thus motivates him/her to move his/her finger a few degrees more than the actual measured movement. By doing so, the patient is expected to get back one’s lost motor skill over a period of time. [2] S.H.Brown, J.Langan, K.L.Kern, E.A.Hurvitz “Remote monitoring and quantification of upper limb and hand function in chronic disability conditions”, International journal on Disability and human development, Vol. 10, Iss. 4, Jan, 2011. [3] Grigore Burdea, “Keynote Address : Virtual rehabilitation :Benefits and challenges “, First International workshop on Virtual reality, 2002. The developed system is a real time system that is yet to be subjected on stroke patients. With the help of our researches and the methods we adopted to develop the systems, we could obviously pick up time duration and the degree of movement of the finger as the primary metrics of efficiency of the system. [4] Jang Han Lee, JeonghunKu,WongeunCho,Won Yong Hahin, InY.Kim, Sang-Min Lee, Younjookang, Deog Young Kim, Taewon Yu, Brenda K.Wiederhold, Mark D.Wiederhold, Sun I.kim (2003) “A Virtual Reality system for the assessment and rehabilitation of the activities of daily living “ in Cyberpsychology & Behavior, Vol.6, No.4, July, 2005. 7 [5] Jimson Ngoe, TomoyaTamei, Tomohiro Shibata “Continuous Estimation of finger joint angles using music activation Inputs from surface EMG signals”,www.biomedical-engineeringonline.com/content/8/1/2. [6] Norman Alm, John L. Arnott, Iain. R. Murray, Iain Buchanan “ Virtual reality for putting people with disabilities in control “, International conference on Systems, Man and Cybernetics, Vol.2, 1174-1179, Oct 1998. [7] Paul G. Kry, “Interaction capture and synthesis of human hands”, Article, www.researchgate.net, Jan 2005. [8] Rosa Maria Esteves Moreira da Costa, Lu´ıs Alfredo Vidal de Carvalho(2004) “The acceptance of virtual reality devices for cognitive rehabilitation. :A report of positive results with Schizophrenia “ in Computer Methods and Programs in Biomedicine, Vol 73, Iss. 3, 173-182, Mar 2004. [9] Uri Feintuch, Maya Tuchner, AdiLorber- Haddad, ZeevMeiner, Shimon Shiri “VirHab-A virtual reality system for treatment of chronic pain and disability”, Virtual reality International conference, 83-83, June 2009. 6 Results Conclusion and future plans The system provides a method of providing encouragement to the afflicted patients. The prototype has been tested for one finger which can be expanded for all fingers and finally any movement. This makes the system fairly suitable for the relearning process. In addition the concept can be extended to gaming and virtual reality systems. Though the system that we developed is expected to provide rehabilitation that is less sustainable when compared to systems which consider muscle point activation in hands, this can be taken a starting point and more sophisticated permanent methods can be used for chronic patients. The further enhancement of the system will be in terms of making the rehabilitation process a stimulated virtual reality process. [10] Wai-Chun Lam, Feng Zou, Taku Komura “Motion editing with data glove “, Proceedings of the 2004 ACM SIGCHI International Conference on advanced computer entertainment technology, 337342, Sept 2004.
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