The Use of lmmersive Virtual Reality in Stroke Rehabilitation by Using Microsoft Kinect™

This report is a preliminary step onto developing a new way of rehabilitation technique for stroke patient using Microsoft Kinect as the input device. Currently, many typical virtual reality based stroke rehab has been practices to treat these patient such as treadmill, pointing device, hands glo...

Full description

Saved in:
Bibliographic Details
Main Author: Hapsami, Hafif Halmi
Format: Final Year Project
Language:English
Published: Universiti Teknologi Petronas 2011
Subjects:
Online Access:http://utpedia.utp.edu.my/8762/1/2011%20-%20The%20usage%20of%20immersive%20virtual%20reality%20in%20stroke%20rehabilitation%20by%20using%20microsoft%20kinect.pdf
http://utpedia.utp.edu.my/8762/
Tags: Add Tag
No Tags, Be the first to tag this record!
id my-utp-utpedia.8762
record_format eprints
spelling my-utp-utpedia.87622017-01-25T09:41:24Z http://utpedia.utp.edu.my/8762/ The Use of lmmersive Virtual Reality in Stroke Rehabilitation by Using Microsoft Kinect™ Hapsami, Hafif Halmi T Technology (General) This report is a preliminary step onto developing a new way of rehabilitation technique for stroke patient using Microsoft Kinect as the input device. Currently, many typical virtual reality based stroke rehab has been practices to treat these patient such as treadmill, pointing device, hands glove, body suit and many more whereby they have been identified as costly, bulky and also not feasible for distance patients to have their regular set of rehab exercises. With such problems in place, it is crucial to have a better solution which could help the medical industry to stay innovative, creative and effective. Moreover, this project aims to produce a low cost home-based physical VR therapy application intended for hand stroke patients. The project will involves several phases which follow the incremental model whereby firstly the construction of the basic game environment followed by the analysis and design of the system or rehab activities requirements, the implementation of the prototype which enhanced with the usability testing result, further testing and finally the increment routines to complete the milestones. Universiti Teknologi Petronas 2011-12 Final Year Project NonPeerReviewed application/pdf en http://utpedia.utp.edu.my/8762/1/2011%20-%20The%20usage%20of%20immersive%20virtual%20reality%20in%20stroke%20rehabilitation%20by%20using%20microsoft%20kinect.pdf Hapsami, Hafif Halmi (2011) The Use of lmmersive Virtual Reality in Stroke Rehabilitation by Using Microsoft Kinect™. Universiti Teknologi Petronas. (Unpublished)
institution Universiti Teknologi Petronas
building UTP Resource Centre
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Petronas
content_source UTP Electronic and Digitized Intellectual Asset
url_provider http://utpedia.utp.edu.my/
language English
topic T Technology (General)
spellingShingle T Technology (General)
Hapsami, Hafif Halmi
The Use of lmmersive Virtual Reality in Stroke Rehabilitation by Using Microsoft Kinect™
description This report is a preliminary step onto developing a new way of rehabilitation technique for stroke patient using Microsoft Kinect as the input device. Currently, many typical virtual reality based stroke rehab has been practices to treat these patient such as treadmill, pointing device, hands glove, body suit and many more whereby they have been identified as costly, bulky and also not feasible for distance patients to have their regular set of rehab exercises. With such problems in place, it is crucial to have a better solution which could help the medical industry to stay innovative, creative and effective. Moreover, this project aims to produce a low cost home-based physical VR therapy application intended for hand stroke patients. The project will involves several phases which follow the incremental model whereby firstly the construction of the basic game environment followed by the analysis and design of the system or rehab activities requirements, the implementation of the prototype which enhanced with the usability testing result, further testing and finally the increment routines to complete the milestones.
format Final Year Project
author Hapsami, Hafif Halmi
author_facet Hapsami, Hafif Halmi
author_sort Hapsami, Hafif Halmi
title The Use of lmmersive Virtual Reality in Stroke Rehabilitation by Using Microsoft Kinect™
title_short The Use of lmmersive Virtual Reality in Stroke Rehabilitation by Using Microsoft Kinect™
title_full The Use of lmmersive Virtual Reality in Stroke Rehabilitation by Using Microsoft Kinect™
title_fullStr The Use of lmmersive Virtual Reality in Stroke Rehabilitation by Using Microsoft Kinect™
title_full_unstemmed The Use of lmmersive Virtual Reality in Stroke Rehabilitation by Using Microsoft Kinect™
title_sort use of lmmersive virtual reality in stroke rehabilitation by using microsoft kinect™
publisher Universiti Teknologi Petronas
publishDate 2011
url http://utpedia.utp.edu.my/8762/1/2011%20-%20The%20usage%20of%20immersive%20virtual%20reality%20in%20stroke%20rehabilitation%20by%20using%20microsoft%20kinect.pdf
http://utpedia.utp.edu.my/8762/
_version_ 1739831602026905600
score 13.160551