Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.

Friday, August 25, 2017

Quantitative Assessment and Validation of a Stroke Rehabilitation Game

Pretty much useless since it didn't compare this to all the other video games out there. I have 58 posts on video games and 23 posts on Kinect, bet your doctor knows about none of them and none are in your stroke hospital.
http://ieeexplore.ieee.org/abstract/document/8010645/

Abstract:
We explore a quantitative assessment for a Microsoft Kinect-based stroke rehabilitation virtual reality (VR) video game, Mystic Isle, by evaluating three assessment metrics of player hand movement– maximum range (extension), peak velocity and mean velocity. We also analyze the left-right hand symmetry by visualizing trajectories of both hands throughout the game. Assessment metrics obtained by the Kinect-based game have been validated using a Vicon motion capture system. The percentage errors of maximum range and mean velocity are less than 10%. The peak velocity metric is more sensitive to noise and sampling rate with a percentage error up to 18%.
Date of Conference: 17-19 July 2017
Date Added to IEEE Xplore: 17 August 2017
ISBN Information:
Publisher: IEEE
Conference Location: Philadelphia, PA, USA, USA

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