Annals of Emerging Technologies in Computing (AETiC)

 
Paper #5                                                                             

IoT Based Virtual Reality Game for Physio-therapeutic Patients

K. Martin Sagayam, Shibin D, Hien Dang, Mohd Helmy Abd Wahab and Radzi Ambar


Abstract: Biofeedback therapy trains the patient to control voluntarily the involuntary process of their body. This non-invasive and non-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or even in neurological aspects within occupational therapy. The idea behind this study is based on using immersive gaming as a tool for physical rehabilitation that combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. This game is aimed towards addressing the basic treatment for ‘Frozen Shoulder’. In this work, the physical motions are captured by the wearable ultrasonic sensor attached temporarily to the various limbs of the patient. The data received from the sensors are then sent to the game via serial wireless communication. There are two main aspects to this study: motion capturing and game design. The current status of the application is a single ultrasonic detector. The experimental result shows that physio-therapeutic patients are benefited through the IoT based virtual reality game.


Keywords: Virtual reality (VR); Internet of Things (IoT); physiotherapy; rehabilitation; Arduino; cloud computing.


 
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