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Affective States and Virtual Reality to Improve Gait Rehabilitation

A Preliminary Study

Bibliographic Data

ID15469153
AuthorsJafet Rodríguez (0000-0002-4057-3191, Universidad Panamericana, corresponding author), Carolina Del-Valle-Soto (0000-0002-0272-3275, Universidad Panamericana), Javier Gonzalez-Sanchez (0000-0001-6444-1858, Arizona State University)
Year2022
Volume19
Issue15
Pages9523-9523
Publication date2022-08-03
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueInternational Journal of Environmental Research and Public Health (JOURNAL)
Journal identifiersISSN: 1661-7827 • E-ISSN: 1660-4601
PublisherMultidisciplinary Digital Publishing Institute (PUBLISHER • CH)
DOI10.3390/ijerph19159523
PMID35954882
OpenAlexW4289711743
LanguageEN
References cited34

Over seven million people suffer from an impairment in Mexico; 64.1% are gait-related, and 36.2% are children aged 0 to 14 years. Furthermore, many suffer from neurological disorders, which limits their verbal skills to provide accurate feedback. Robot-assisted gait therapy has shown significant benefits, but the users must make an active effort to accomplish muscular memory, which usually is only around 30% of the time. Moreover, during therapy, the patients' affective state is mostly unsatisfied, wide-awake, and powerless. This paper proposes a method for increasing the efficiency by combining affective data from an Emotiv Insight, an Oculus Go headset displaying an immersive interaction, and a feedback system. Our preliminary study had eight patients during therapy and eight students analyzing the footage using the self-assessment Manikin. It showed that it is possible to use an EEG headset and identify the affective state with a weighted average precision of 97.5%, recall of 87.9%, and F1-score of 92.3% in general. Furthermore, using a VR device could boost efficiency by 16% more. In conclusion, this method allows providing feedback to the therapist in real-time even if the patient is non-verbal and has a limited amount of facial and body expressions

Affect (linguistics · Audio feedback · Cognitive psychology · Gait · Headset · Human–computer interaction · Physical medicine and rehabilitation · Physical therapy · Recall · Virtual reality · Communication · Computer Science · EEG and Brain-Computer Interfaces · Emotion and Mood Recognition · Engineering · Medicine · Psychology · Virtual Reality Applications and Impacts · Rehabilitation

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Citation velocityhistorical
Highly citedNo

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