Affective States and Virtual Reality to Improve Gait Rehabilitation
A Preliminary Study
Bibliographic Data
| ID | 15469153 |
|---|---|
| Authors | Jafet 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) |
| Year | 2022 |
| Volume | 19 |
| Issue | 15 |
| Pages | 9523-9523 |
| Publication date | 2022-08-03 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Environmental Research and Public Health (JOURNAL) |
| Journal identifiers | ISSN: 1661-7827 • E-ISSN: 1660-4601 |
| Publisher | Multidisciplinary Digital Publishing Institute (PUBLISHER • CH) |
| DOI | 10.3390/ijerph19159523 |
| PMID | 35954882 |
| OpenAlex | W4289711743 |
| Language | EN |
| References cited | 34 |
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
| Citation velocity | historical |
|---|---|
| Highly cited | No |