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Affective States and Virtual Reality to Improve Gait Rehabilitation: A Preliminary Study

Author

Listed:
  • Jafet Rodriguez

    (Universidad Panamericana, Facultad de Ingeniería, Álvaro del Portillo 49, Zapopan 45010, Jalisco, Mexico)

  • Carolina Del-Valle-Soto

    (Universidad Panamericana, Facultad de Ingeniería, Álvaro del Portillo 49, Zapopan 45010, Jalisco, Mexico
    These authors contributed equally to this work.)

  • Javier Gonzalez-Sanchez

    (School of Computing and Augmented Intelligence, Arizona State University, 699 S Mill Ave, Tempe, AZ 85281, USA
    These authors contributed equally to this work.)

Abstract

Over seven million people suffer from an impairment in Mexico; 64.1% are gait-related, and 36.2% are children aged 0 to 14 years. Furthermore, many suffer from neurological disorders, which limits their verbal skills to provide accurate feedback. Robot-assisted gait therapy has shown significant benefits, but the users must make an active effort to accomplish muscular memory, which usually is only around 30% of the time. Moreover, during therapy, the patients’ affective state is mostly unsatisfied, wide-awake, and powerless. This paper proposes a method for increasing the efficiency by combining affective data from an Emotiv Insight, an Oculus Go headset displaying an immersive interaction, and a feedback system. Our preliminary study had eight patients during therapy and eight students analyzing the footage using the self-assessment Manikin. It showed that it is possible to use an EEG headset and identify the affective state with a weighted average precision of 97.5%, recall of 87.9%, and F1-score of 92.3% in general. Furthermore, using a VR device could boost efficiency by 16% more. In conclusion, this method allows providing feedback to the therapist in real-time even if the patient is non-verbal and has a limited amount of facial and body expressions.

Suggested Citation

  • Jafet Rodriguez & Carolina Del-Valle-Soto & Javier Gonzalez-Sanchez, 2022. "Affective States and Virtual Reality to Improve Gait Rehabilitation: A Preliminary Study," IJERPH, MDPI, vol. 19(15), pages 1-14, August.
  • Handle: RePEc:gam:jijerp:v:19:y:2022:i:15:p:9523-:d:879109
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    References listed on IDEAS

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    1. Hsiao-Pu Yeh & Joseph A. Stone & Sarah M. Churchill & Eric Brymer & Keith Davids, 2017. "Physical and Emotional Benefits of Different Exercise Environments Designed for Treadmill Running," IJERPH, MDPI, vol. 14(7), pages 1-11, July.
    2. Dawoon Jung & Junggu Choi & Jeongjae Kim & Seoyoung Cho & Sanghoon Han, 2022. "EEG-Based Identification of Emotional Neural State Evoked by Virtual Environment Interaction," IJERPH, MDPI, vol. 19(4), pages 1-15, February.
    3. Pasquale Caponnetto & Sergio Triscari & Marilena Maglia & Maria C. Quattropani, 2021. "The Simulation Game—Virtual Reality Therapy for the Treatment of Social Anxiety Disorder: A Systematic Review," IJERPH, MDPI, vol. 18(24), pages 1-14, December.
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