Monday, June 8, 2015

Free-Hand Interaction with Leap Motion Controller for Stroke Rehabilitation

IEEE Citation: 

M. Khademi, H. Mousavi Hondori, A. McKenzie, L. Dodakian, C. Lopes and S. Cramer, 'Free-hand interaction with leap motion controller for stroke rehabilitation', Proceedings of the extended abstracts of the 32nd annual ACM conference on Human factors in computing systems - CHI EA '14, 2014.


Introduction

Free hand interaction, a part of human computer interaction (HCI) is a cutting-edge technology has been used for several applications including games, immersive 3D modeling, mobile augmented reality applications, air painting, writing and sketching etc. This paper use it with assistive technology to serve stroke patients. Using the suggested gaming application, the researcher has tried to explore on how leap motion sensor can be used with assistive technology in order to implement a gaming application for the rehabilitation of upper limb (also known as upper extremity) of stroke patients.

Contribution and Novelty

This research has using Free hand interaction which is one of the emerging research interests in HCI paradigm. It uses leap motion a new depth sensing device introduced lately for their application. Their contribution was to adopt a computer game called “fruit ninja” as a stroke rehabilitation application focusing the rehabilitation motor skills of finger movements of stroke patients. Their aim was to evaluate the applicability of such application for stroke rehabilitation. They proposed a kinematic model of the hand. This model allowed them to incorporate 3D parameters of the hand in tracking and made tracking more robust

How does it relates into my work?

One of the patient communities who may benefit largely from hand interaction are individuals with stroke. Previously, most researcher targeted on stroke hand rehabilitation used some wearable or robotic tools. The current trend moves to use free hand interaction for stroke rehabilitation as it has many advantages in patient’s point of view as well as technology.
The researcher has reviewed some literatures which made several attempts to enhance stroke rehabilitation with HCI technologies. They are

  •  Interactive glove to foster acceptance of partners after one of them is affected by stroke and help them reunite.
  •  A table top game built using windows surface hand input. The study involved exercises such as curling and uncurling fingers as well as a wrist flexion and extension of the hand back and forth about the wrist
  • Point Assist: a mouse interface that adapts to a user's level of impairment in reaching and clicking.
  • Hand Tutor: a glove-based treatment system which provides intensive flexion and extension movement of finger(s) and the wrist.
  • Music Glove: finger movements by pressing fingers against each other to play GuitarHero.
These literature focus on mainly finger and writs rehabilitation. An advancement of hand rehabilitation. Since it’s necessary to have a wide knowledge on the topic, these literature needs to be reviewed well. Author says that these literature are example of touch, mouse, glove-based technologies that have been applied to stroke rehabilitation and using free-hand interaction as the most intuitive option to stroke rehabilitation has to be investigated.
The researcher has combined fruit ninja game with leap sensor for Finger Individuation. They have open source java version of fruit ninja game on top of the leap motion sdk where hand monitoring API resides in between. They have not mentioned further implementation details but they mentioned that they have used a model called “inverse kinematics” when recognizing hand using leap motion.
They have also pointed out the reason of using gamified tasks for rehabilitation and the advantages of them. For a stroke patient, it is quite difficult to play a typical computer game as well as a normal player. So some modifications need to be done. In here, the difficulty has been reduced removing the bombs of the fruit ninja game and a time limit was introduced in order to give a fair gaming condition which helps for a fair evaluation.
Since evaluation procedure of a research is very important while conducting a research, it necessary to have an idea on how the evaluation needs to be done at the end of a research. The evaluation of this research gives some information and advice points to do a good evaluation.
This study used only 14 stroke patients including both male and female aged 35-71. They have different stroke levels and they are calculated using Fugl-Meyer score and Box and Blocks Test score which are famous methods of estimating disability levels of stroke patients. Sot it it’s better to adopt these setting in to my research as well.
Before conducting the research, they have provided an informed consent and the patients were briefed on how to play the game. Then the subjects had a warm-up play which is not considered as a experiment trial. One subject played three times and the patient had an interval between the experiments. Then the researcher’s had given a Likert questions on a scale of 1-4 to learn about the patients' overall satisfaction.  The evaluation is being done using both test results and the answers of the questionnaire.

Advantages and Disadvantages

Advantages

  • Uses latest technology: Free hand interaction and leap motion
  • Robustness
  • A simple hardware used: easy to set up even in a home environment.

Disadvantages

  • Tracking issue: Some of the patients found out that they had difficulty individuating their index finger to make a pointing gesture. The reason is that Leap sensor assigns temporary ID’s (1-5) to different fingers.

Suggested Future work

To solve the tracking issue: To solve this problem, we propose a 3D model of the hand that includes specific ID’s for each finger and contains all skeletal parameters of the hand.