http://www.ijbbb.org/vol7/457-B0007.pdf
Tulakan Ruangrong, Panrasee Ritthipravat*
Department of Biomedical Engineering, Mahidol University,
Nakhon Pathom,
Thailand
.
* Corresponding author.
Tel
.: +66971917879; email:
panrasee.rit@mahidol.ac.th
.
Manuscript submitted
January
1
3
, 201
7; accepted March 15
, 201
7
.
Abstract: This paper presents a novel rehabilitation system, called “ Gyro - roller”, for stroke patients. The system utilizes gyroscopic effect and virtual reality technology to regain physical strength and functions of individuals with upper extremity disabilities. Efficacy of the gyroscopic effect is investigated by electromyography analysis on deltoideus, triceps brachii, biceps brachii, extensor carpi ulnaris and flexor carpi radialis muscles of 10 healthy subjects. Results show that all muscles are exercised when the subjects control the pr oposed device in any direction. The gyroscopic effect helps increasing muscle activities and can be adjusted to fit with individuals. An example of rehabilitation game is shown in this paper. The game was assessed using System Usability Scale (SUS) by physical and occupational therapists. The results showed that average percentile rank is of 73 which represents the game is more likely to be used in practice.
Abstract: This paper presents a novel rehabilitation system, called “ Gyro - roller”, for stroke patients. The system utilizes gyroscopic effect and virtual reality technology to regain physical strength and functions of individuals with upper extremity disabilities. Efficacy of the gyroscopic effect is investigated by electromyography analysis on deltoideus, triceps brachii, biceps brachii, extensor carpi ulnaris and flexor carpi radialis muscles of 10 healthy subjects. Results show that all muscles are exercised when the subjects control the pr oposed device in any direction. The gyroscopic effect helps increasing muscle activities and can be adjusted to fit with individuals. An example of rehabilitation game is shown in this paper. The game was assessed using System Usability Scale (SUS) by physical and occupational therapists. The results showed that average percentile rank is of 73 which represents the game is more likely to be used in practice.
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