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Adapting game interfaces to measure neck movements in a clinical physiotherapy application

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posted on 2025-05-11, 07:56 authored by Keith Nesbitt, Suzanne SnodgrassSuzanne Snodgrass, Mitchell Tilbrook
Natural user interfaces rely on commonly used human skills, such as movement, gestures and speech to control computers. Arguably the most widespread use of these interfaces has been through computer game peripherals such as the EyeToy, Wii and Kinect. However, since the release of the Kinect much work has also been directed at more serious applications of this technology. In this paper we present a usability study applying computer game technology in the domain of physiotherapy. The eventual aim of our work is to develop a cost-effective, clinician-friendly tool for quantifying the dysfunctional movements associated with neck pain. There is a significant health cost associated with neck pain and up to 50% of adults experience problems related to this in any 12 month period. Furthermore, the movements of the neck are complex and difficult to quantify accurately using existing clinical devices. While existing research tools, such as the Vicon allow for automated tracking of body movements, these technologies are prohibitively expensive for use in everyday situations. Therefore we decided to trial cheap, off-the-shelf, game technology, to determine if this technology could accurately measure a range of head movements. We compared the Kinect skeletal tracking functions and the TrackIR passive infrared tracking against CROM measures typically used in clinical settings. Both technologies were reasonably accurate in tracking some movements. However neither solution was able to capture the full range of head movements required in a physiotherapy application. As a result some further adaption and development of the software using these devices is indicated.

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  • en, English

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Faculty of Science and Information Technology

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School of Design, Communication and Information Technology

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