ReBase: a framework for acquiring and managing body tracking data
Resumo
There is a great deal of interest in developing virtual reality and augmented reality applications that require data storage, with which developers can interact and create intelligent systems for various purposes, such as applications for neuromotor rehabilitation. These applications provide the benefits of traditional rehabilitation without becoming overwhelming, as they allow the user to be immersed in various scenarios and situations. In addition, the way these applications interact makes it possible to retrieve and analyze the data generated by users’ movements during treatment. However, it is tough to find datasets of body movements, and those that do exist do not include movements specific to the rehabilitation context. This paper, therefore, presents ReBase, a framework that provides a standardized storage system for body movement data. ReBase was designed to allow the collection of data generated by any application, regardless of the form of body tracking used. This paper presents an open API that can be used to communicate with the ReBase database, a package for the Unity game engine, and a library for the Python programming language, which facilitates the integration of new applications into the system. In addition, two applications are shown as case studies within and outside the health area, developed using the tool.
Palavras-chave:
Neurorehabilitation, Framework, Machine learning, Database, Virtual reality, Augmented reality
Referências
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Debjani Mukherjee, Rebecca L Levin, and Wendy Heller. 2006. The cognitive, emotional, and social sequelae of stroke: psychological and ethical concerns in post-stroke adaptation. Topics in stroke rehabilitation 13, 4 (2006), 26–35.
Luis Guilherme Silva Rodrigues, Alexandre Fonseca Brandao, Diego Roberto Colombo Dias, Marcelo de Paiva Guimaraes, Thais Sporkens Magna, Paula Teixeira Fernandes, and Jose Remo Ferreira Brega. 2024. A lower limb mixed reality system for the elderly. In Proceedings of the 24th Symposium on Virtual and Augmented Reality (SVR ’24). Association for Computing Machinery, New York, NY, USA, 162–166.
Kelly Thielbar, Nicole Spencer, Daria Tsoupikova, Mohammad Ghassemi, and Derek Kamper. 2020. Utilizing multi-user virtual reality to bring clinical therapy into stroke survivors’ homes. Journal of Hand Therapy 33, 2 (2020), 246–253.
Mateus Trombetta, Patrícia Paula Bazzanello Henrique, Manoela Rogofski Brum, Eliane Lucia Colussi, Ana Carolina Bertoletti De Marchi, and Rafael Rieder. 2017. Motion Rehab AVE 3D: A VR-based exergame for post-stroke rehabilitation. Computer methods and programs in biomedicine 151 (2017), 15–20.
Emmanuel Tsekleves, Ioannis Theoklitos Paraskevopoulos, Alyson Warland, and Cherry Kilbride. 2016. Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology. Disability and Rehabilitation: Assistive Technology 11, 5 (2016), 413–422.
Daniel Wigdor and Dennis Wixon. 2011. Brave NUI World: Designing Natural User Interfaces for Touch and Gesture. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.
Ai-Min Yang, Yang Han, Chen-Shuai Liu, Jian-Hui Wu, and Dian-Bo Hua. 2020. D-TSVR recurrence prediction driven by medical big data in cancer. IEEE Transactions on Industrial Informatics 17, 5 (2020), 3508–3517.
Geng Yang, Jia Deng, Gaoyang Pang, Hao Zhang, Jiayi Li, Bin Deng, Zhibo Pang, Juan Xu, Mingzhe Jiang, Pasi Liljeberg, et al. 2018. An IoT-enabled stroke rehabilitation system based on smart wearable armband and machine learning. IEEE journal of translational engineering in health and medicine 6 (2018), 1–10.
Aishat Aloba, Gianne Flores, Julia Woodward, Alex Shaw, Amanda Castonguay, Isabella Cuba, Yuzhu Dong, Eakta Jain, and Lisa Anthony. 2018. Kinder-Gator: The UF Kinect Database of Child and Adult Motion. In Eurographics (Short Papers). 13–16.
Alexandre F Brandao, Diego RC Dias, Gabriela Castellano, Nivaldo A Parizotto, and Luis Carlos Trevelin. 2016. RehabGesture: an alternative tool for measuring human movement. Telemedicine and e-Health 22, 7 (2016), 584–589.
Alexandre Fonseca Brandão, Diego Roberto Colombo Dias, Marcelo Paiva Guimarães, Luis Carlos Trevelin, Nivaldo Antonio Parizotto, and Gabriela Castellano. 2018. GestureCollection for motor and cognitive stimuli: virtual reality and e-Health prospects. Journal of Health Informatics 10, 1 (2018).
Alexandre Fonseca Brandão, Diego Roberto Colombo Dias, Sávyo Toledo Machado Reis, Clovis Magri Cabreira, Maria Cecilia Moraes Frade, Thomas Beltrame, Marcelo de Paiva Guimarães, and Gabriela Castellano. 2020. Biomechanics Sensor Node for Virtual Reality: A Wearable Device Applied to Gait Recovery for Neurofunctional Rehabilitation. In International Conference on Computational Science and Its Applications. Springer, 757–770.
Alexandre F Brandão, Marcelo P Guimarães, Diego RC Dias, and José RF Brega. 2022. Virtual and Augmented Reality for Neurofunctional Recovery and Human Movement Analysis. In Anais Estendidos do XXIV Simpósio de Realidade Virtual e Aumentada. SBC, 38–40.
Kausik Chatterjee, Alastair Buchanan, Katy Cottrell, Sara Hughes, Thomas W Day, and Nigel W John. 2022. Immersive virtual reality for the cognitive rehabilitation of stroke survivors. IEEE Transactions on Neural Systems and Rehabilitation Engineering 30 (2022), 719–728.
Vida Demarin and Sandra Morović. 2014. Neuroplasticity. Periodicum biologorum 116, 2 (2014), 209–211.
Diego RC Dias, Iago C Alvarenga, Marcelo P Guimarães, Luis C Trevelin, Gabriela Castellano, and Alexandre F Brandão. 2018. eStreet: virtual reality and wearable devices applied to rehabilitation. In International Conference on Computational Science and Its Applications. Springer, 775–789.
Mohamed Fayad and Douglas C Schmidt. 1997. Object-oriented application frameworks. Commun. ACM 40, 10 (1997), 32–38.
Matt C Howard. 2017. A meta-analysis and systematic literature review of virtual reality rehabilitation programs. Computers in Human Behavior 70 (2017), 317–327.
Cong-Cong Huo, Ya Zheng, Wei-Wei Lu, Teng-Yu Zhang, Dai-Fa Wang, Dong-Sheng Xu, Zeng-Yong Li, et al. 2021. Prospects for intelligent rehabilitation techniques to treat motor dysfunction. Neural regeneration research 16, 2 (2021), 264.
Stefano Lasaponara, Fabio Marson, Fabrizio Doricchi, and Marco Cavallo. 2021. A Scoping Review of Cognitive Training in Neurodegenerative Diseases via Computerized and Virtual Reality Tools: What We Know So Far. Brain Sciences 11, 5 (2021), 528.
Kate E Laver, Belinda Lange, Stacey George, Judith E Deutsch, Gustavo Saposnik, and Maria Crotty. 2017. Virtual reality for stroke rehabilitation. Cochrane database of systematic reviews 11 (2017).
Debjani Mukherjee, Rebecca L Levin, and Wendy Heller. 2006. The cognitive, emotional, and social sequelae of stroke: psychological and ethical concerns in post-stroke adaptation. Topics in stroke rehabilitation 13, 4 (2006), 26–35.
Luis Guilherme Silva Rodrigues, Alexandre Fonseca Brandao, Diego Roberto Colombo Dias, Marcelo de Paiva Guimaraes, Thais Sporkens Magna, Paula Teixeira Fernandes, and Jose Remo Ferreira Brega. 2024. A lower limb mixed reality system for the elderly. In Proceedings of the 24th Symposium on Virtual and Augmented Reality (SVR ’24). Association for Computing Machinery, New York, NY, USA, 162–166.
Kelly Thielbar, Nicole Spencer, Daria Tsoupikova, Mohammad Ghassemi, and Derek Kamper. 2020. Utilizing multi-user virtual reality to bring clinical therapy into stroke survivors’ homes. Journal of Hand Therapy 33, 2 (2020), 246–253.
Mateus Trombetta, Patrícia Paula Bazzanello Henrique, Manoela Rogofski Brum, Eliane Lucia Colussi, Ana Carolina Bertoletti De Marchi, and Rafael Rieder. 2017. Motion Rehab AVE 3D: A VR-based exergame for post-stroke rehabilitation. Computer methods and programs in biomedicine 151 (2017), 15–20.
Emmanuel Tsekleves, Ioannis Theoklitos Paraskevopoulos, Alyson Warland, and Cherry Kilbride. 2016. Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology. Disability and Rehabilitation: Assistive Technology 11, 5 (2016), 413–422.
Daniel Wigdor and Dennis Wixon. 2011. Brave NUI World: Designing Natural User Interfaces for Touch and Gesture. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.
Ai-Min Yang, Yang Han, Chen-Shuai Liu, Jian-Hui Wu, and Dian-Bo Hua. 2020. D-TSVR recurrence prediction driven by medical big data in cancer. IEEE Transactions on Industrial Informatics 17, 5 (2020), 3508–3517.
Geng Yang, Jia Deng, Gaoyang Pang, Hao Zhang, Jiayi Li, Bin Deng, Zhibo Pang, Juan Xu, Mingzhe Jiang, Pasi Liljeberg, et al. 2018. An IoT-enabled stroke rehabilitation system based on smart wearable armband and machine learning. IEEE journal of translational engineering in health and medicine 6 (2018), 1–10.
Publicado
30/09/2024
Como Citar
TROTTA, Tiago; RODRIGUES, Luis; BREGA, José Remo; GUIMARÃES, Marcelo; ROCHA, Leonardo; BRANDÃO, Alexandre; DIAS, Diego.
ReBase: a framework for acquiring and managing body tracking data. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 26. , 2024, Manaus/AM.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 152-160.