Developing Real-time Interaction and Motion Tracking in Immersive Virtual Reality for Telerehabilitation
Developing Real-time Interaction and Motion Tracking in Immersive Virtual Reality for Telerehabilitation
批准号:
10080090
负责人:
Derek T. Smith
金额:
$24.21万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2020
资助国家:
美国
项目状态:
已结题
起止时间:
2020-09-15 至 2021-09-14
关键词:
3-Dimensional3D virtual realityAcuteAddressAdoptionAmericanAreaAttentionCardiovascular DiseasesCaringCentral Nervous System DiseasesChronically IllClinicClinicalCodeCommunitiesComputer softwareContractsDataDevelopmentDiagnosisDiagnosticDisabled PersonsEconomicsEffectivenessElderlyEngineeringEnvironmentExerciseFeedbackFinancial compensationFoundationsFutureGoalsHealthHealth Care CostsHealthcareHome Care ServicesHome environmentIndustryIntellectual PropertyInternetInterventionLicensingLocationMagnetismMainstreamingMeasuresMental HealthMethodsMonitorMorbidity - disease rateMotionMotorMovementMulti-Institutional Clinical TrialOpticsOrthopedicsOutcomePatientsPhasePopulationPositioning AttributePreparationProtocols documentationProviderRehabilitation therapyRoboticsRuralRural HealthScientistServicesShapesSiteSmall Business Technology Transfer ResearchSpace ExplorationsSpeedSystemTechnologyTestingTherapeuticTimeTraumatic injuryUniversitiesValidationWireless TechnologyWorkWritingbasecommercializationcritical access hospitaldata exchangedesigndisabilityevidence basehealth disparityhealth professional shortage areasinnovationmortalitymotion sensorpatient orientedphysical conditioningphysical therapistprecision medicineprematurepreventrehabilitation servicerehabilitative careremote health carerural Americansrural areatelehealthtelerehabilitationtransmission processurban settingvirtual environmentvirtual realityvirtual reality environmentvirtual reality headset
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Abstract
Unceasing breakthroughs in technology will shape future healthcare diagnosis, treatment, and
delivery. Telerehabilitation delivers rehabilitative healthcare remotely to overcome spatial,
temporal and economic barriers. Effectiveness of telerehabilitation has been seen for patients
with orthopedic and traumatic injuries, degenerative central nervous system disorders, and
cardiovascular diseases. With the globally growing population of chronically ill and disabled
elders, telerehabilitation is in ever growing demand. However, the current telerehabilitation
methods are predominantly based on audio/video interaction without objective measure of motor
functions. This limitation prevents the delivery of precision medicine and largely constrains the
efficacy and potential of telerehabilitation. A patient- and therapist-facing technology solution
developed by MoVE, LLC, is described, and with proposed advancement is positioned to
dramatically shift the current telerehabilitation diagnosis and intervention paradigm. Specifically,
motion tracking is merged with 3D immersive virtual reality (VR) to render real-time user
interaction and simultaneous motion tracking and analysis in the immersive VR and real
environments. MoVE’s software interfaces with wired/wireless hardware motion sensors and a
3D VR headset for easy deployment at home or clinic. In our proposed Phase I STTR work, MoVE
will collaborate with interdisciplinary university-based experts to achieve three aims in preparation
for Phase II validation and commercialization. Aim 1 cross validates the precision of motion data
captured in VR by introducing wireless optical motion sensors and validating them against the
existing wired magnetic motion sensors. Aim 2 builds and tests the network code for remote data
transmission and interaction via Internet Protocols, which will optimize remote delivery even in
low internet speed/connectivity locations. Aim 3 engages physical therapists serving as pseudo-
patients/-therapists in the design, development, implementation, and testing of a telerehabilitation
diagnostic and therapeutic VR interaction task. Aim 1 and 2 outcomes are requisite to generating
the minimally viable product (Aim 3) that is central to further therapist-informed development of
applications and specific diagnostic and treatment telerehabilitation exercises (gaming-like
activities). The ultimate goal is a patient-centered VR-based interactive telerehabilitation system
with augmented feedback and tele-presence of a therapist. The proposed work will lay a
foundation for a Phase II technology optimization via multi-site clinical trials. Ultimately, a
commercial deployment will be made to penetrate the exploding telehealth market and health
disparities will be minimized by virtue of this product serving people with constrained access to
clinics and rehabilitation services.
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