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HOME BASE REHABILITATION OF THE UPPER LIMB MOTOR FUNCTION AFTER STROKE USING VIRTUAL REALITY

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    CHAPTER 1

    INTRODUCTION

    This chapter consist of four part; problem background, objective, scope and

    significance of the study. Problem background explain the severity of stroke.

    Objective of this study clarified two objective of the study. Scope of the study describe

    the limitation of this study and the contribution of this study is enlighten in part four;

    significance of the study.

    1.1 Background of the Problem

    Stroke is the third largest cause of death and the most common cause of severe

    disability in Malaysia. Statistic from National stroke association of Malaysia show

    that every year 40,000 people suffer from stroke. Everybody ranging from children to

    adult has the potential to get stroke. The mean age of stroke patients in Malaysia is

    between 545 and 626 years (Loo & Gan, 2012).

    Stroke is a condition whereby blood vessel to the brain is blocked or ruptured,

    which will cause brain tissue damaged because of lack of oxygen. When that part of

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    brain tissue dies the function of that brain tissue will be lost. Fainting, unconsciousness

    and/or weakness of limbs are main stroke symptoms.

    The World Health Organization estimates that in 2001 there were over 20.5

    million people suffer from strokes worldwide, 5.5 million of these were fatal. (Dr. A.

    Khalek Abd. Rahman, 2012). In Kuala Lumpur Hospital, 1000 stroke cases are seen

    per year with 30% - 35%, deaths due to stroke (Nurul Aini HM, Aniza I, 2007).

    Based on a study comprised of 49 patients (28 men, 21 women) with a mean

    age of 60.2 (range 3580) years. The mean total cost for post stroke treatment in

    Malaysia was RM 2352.53 (USD 547.10), of which 36.6% was spent on attendant

    care, 25.5% on medical aids, 15.1% on travel expenses, 14.1% on medical fees and

    8.5% on out-of-pocket expenses (Akhavan Hejazi, Mazlan, Abdullah, & Engkasan,

    2015). 60% of Malaysian population monthly gross income raging from RM 1,760 to

    7,049. Workers in rural area population received between RM 1,760 to RM 3,729 per

    month (Malaysian Economic Planning Unit, 2014). .Taking into consideration that this

    amount did not include expenses such as car loan repayment, house loan repayment,

    personal expenses and compulsory contribution such KWSP, LHDN etc., net income

    will be lower, this situation will increase their burden in order to get proper treatment

    in hospital.

    Stroke rehabilitation consist of daily routine physical exercise under the

    guidance of physiotherapists. Rehabilitation is used to reduce the disability cause by

    the stroke. Rehabilitation activity aim is to help the stroke survivors to learn how to

    use their affected part of the body through exercise.

    The main focus of rehabilitation activity is to improve the stroke survivor

    ability to move their affected limbs as fast as the unaffected limbs move. Several

    studies show that the recovery speed be can increase by increasing the duration ofrehabilitation activity. Thus there is a necessity for home-based rehabilitation games

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    which can help and inspire patients to do exercises related to therapy in the comfort of

    their home (Sanjay Saini, Dayang Rohaya Awang Rambli, Suziah Sulaiman, Zakaria,

    & Zakaria, 2012).

    Cost in this project, referring to the initial cost needed to set up the

    rehabilitation system; the computer hardware system.

    1.2 Objective of the study

    This project objective is

    i. To develop a low cost game based rehabilitation system as a tool which

    can be used as a part of post stroke rehabilitation activity to help stroke

    survivor to regain their hand and arm movement ability.

    ii.

    To develop a monitoring system that allows the rehabilitation process

    to be monitored.

    iii. To test the system clinically at Hospital Sultan Ismail.

    1.3 Scope of the study

    The scope of study is

    i. The rehabilitation will be focus on the rehabilitation of the upper limb

    movement of patient with stroke.

    ii. The system can be executed using computer or laptop and mouse as the

    graphical user interface.

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    iii. The system will be developed using OpenGL and C++ programming

    language.

    iv. Clinical testing will be conducted to verify the effectiveness of the

    system.

    1.4 Significance of the study

    Population of people suffering stroke is increasing dramatically every day.

    Even though good treatment program will increase the probability of gaining their

    normal live back, not all stroke survivor can afford the treatment cost. Inflation has

    the decrease the value of money and increasing the cost for stroke rehabilitation

    treatment. This situation led to various research on designing a low cost rehabilitation

    system which will provide an option to current rehabilitation treatment. The

    effectiveness of rehabilitation process not solely depending on physical exercise, the

    most important aspect is stroke survivors must have a strong believe that they still have

    the ability to recover their movement ability and memory. This software will allow

    stroke survivors to monitor their own rehabilitation progress and increasing their

    motivation. This software will also provide the therapist with numerical evidence to

    evaluate their therapy program effectiveness.

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    CHAPTER 2

    LITERATURE REVIEW

    This section consists of 11 section. This chapter objective is to provide basic

    theoretical background underlying behind this project. Section 2.1 contains brief

    description of stroke classification, causes and consequences. Section 2.2 describes

    the importance of after stroke recovery treatment and factors that affect the rate of

    stroke patient recovery speed. Section 2.3 explain several hand and arm disability

    cause by stroke. Section 2.4 contains a general description of how recovery after a

    stroke can be carried out at home. Section 2.5 describes how computer games can be

    used as part of the activities of after stroke recovery. Section 2.6 and 2.7 clarify the

    definition of virtual reality and virtual rehabilitation. Section 2.8 and 2.9 contains

    basic information related to computer graphics and how the image is produced by a

    computer software. Section 2.10 and 2.11 contained basic information on how the

    computer mouse can be used to measure distances hand movements.

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    2.1 What is stroke?

    Stroke is one of the deadly disease in Malaysia; one of top five major causes

    of death and one of the top ten causes for hospitalization in Malaysia (Loo & Gan,

    2012). Every year 40,000 people diagnosed with this deadly disease (National stroke

    association of Malaysia, 2015). Hospital Kuala Lumpur record show that 30% to 35%

    from 1000 patient treated for stroke will end with death (Nurul Aini HM, Aniza I,

    2007). Even though in Malaysia most of the stroke patient age are between 54 to 65

    year (Loo & Gan, 2012); everybody have potential to get stroke, including children

    and babies. Considering all this fact, research regarding stroke prevention and

    rehabilitation is very crucial.

    Stroke occurs when blood flow to the brain is blocked. Blood supply essential

    nutrient and oxygen to the brain. Insufficient blood supply will cause brain cell

    damages and lead to lose control of human body. Stoke effect varies from one person

    to the others depending on the location and degree of brain tissue damage, stroke

    survivors are likely to suffer cognitive, visual and motor losses. Stroke is divided into

    two type as shown inFigure 2.1:

    Ischemic strokes; caused by blood clots.

    Haemorrhagic strokes; caused by bleeding in or around the brain.

    Figure 2.1: Type of strokes

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    Ischemic strokes account for 87 percent of all strokes. Ischemic stroke happen

    when there is a blood clot that blocks blood flow to a part of the brain. Ischemic stroke

    occur when:

    Plaque reduce the blood flow to neck or brain. Plaque is a combination

    of fat, cholesterol and other substances that build up in the inner lining

    of the artery walls. This condition is often referred to as atherosclerosis,

    or "hardening of the arteries."

    In some situation the plaque origin is from some other part of the body.

    When this plaque breaks, the fragments may travel to the brain and

    disrupt the blood flow. This is called embolism.

    Haemorrhagic strokes occur when a weakened blood vessel in the brain breaks

    and bleeds into surrounding brain tissue. This puts too much pressure on blood cells

    in the surrounding tissue, cutting off their blood supply and causing damage. About

    13 percent of all strokes are haemorrhagic strokes.

    The effects of a stroke depend primarily on the location of the obstruction and

    the extent of brain tissue affected. Human brain is divided into two hemisphere; right

    brain and left brain. Right brain control the left side of human body and the left brain

    is responsible for right side of human body.

    As one side of the brain controls the opposite side of the body, a stroke

    affecting one side of the brain will result in nerve system problems on the side of the

    body it affects. For example, if the stroke occurs in the brain's right side, the left side

    of the body and the left side of the face will be affected, which could produce any or

    all of the following:

    Paralysis or weakness on certain part of the side of the body such as hand, arm

    and leg.

    Vision problems.

    Quick, inquisitive behavioural style.

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    Memory loss.

    If the stroke occurs in the left side of the brain, the right side of the body will

    be affected, producing some or all of the following:

    Paralysis on the right side of the body.

    Speech/language problems.

    Slow, cautious behavioural style.

    Memory loss.

    Stroke can affect both sides of the body or may leave someone in a locked-in

    state. Stroke patient with locked-in state will lost their ability to speak or achieve any

    movement below the neck. The effect of stroke varies depending on the severity of

    human brain damage.

    Certain environmental factors, medical conditions, and lifestyle habits increase

    the risk of stroke. Some risk factors can be treated or controlled, while other risk

    factors cannot (Lindsey Konkel, 2015). Factors that cannot be changed include:

    Family history; Stroke often runs in families. Stroke risk may be higher if a

    grandparent, parent, or sibling has suffered a stroke in the past.

    Age; stroke is most common in adults over the age of 65. According to the

    American Stroke Association (American Stroke Association, n.d.); the chance

    of having a stroke doubles for each decade of life after 55.

    Gender; women have more strokes than men, and strokes kill more women

    than men each year.

    Race; African Americans, Hispanics, American Indians, and Alaska Natives

    have a higher risk of stroke than non-Hispanic whites or Asians.

    Personal history of a previous stroke.

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    Stroke risk factors that can be prevented or controlled include:

    High blood pressure; high blood pressure is the main risk factor for stroke. It

    can damage and weaken arteries throughout the body so that they burst or clog

    more easily.

    High cholesterol; cholesterol is a fatty substance that contributes to plaques in

    the arteries that can block blood flow to the brain.

    Heart disease; coronary artery disease, the build-up of plaque in the arteries,

    can increase your risk of stroke. So can other heart conditions, including heart

    valve defects and irregular heartbeat (atrial fibrillation).

    Diabetes; people with diabetes are four times as likely to have a stroke as

    people without diabetes.

    Certain lifestyle habits and conditions can also increase risk of stroke. These

    risk factors include:

    Smoking.

    Poor diet.

    Obesity.

    Low physical activity.

    Stress and depression.

    Heavy alcohol use.

    Use of illicit drugs, including cocaine and amphetamines.

    Person who survive from stroke known as stroke survivor. Stroke survivor is

    classified as disable people. In this study, disability is define as difficulty to perform

    something that is a normal part of daily life. Stroke survivors will have difficulty to

    perform activities of daily living (ADL) such walking, talking, eating, and taking

    care of the daily activity such as using toilet, wearing dress and bathing. Furthermore

    they will lost the ability to perform instrumental activities of daily living (IADL),

    such as housekeeping, using the telephone, driving, and using computers. Treatment

    for stroke complications usually involves a combination of therapy and medication.

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    2.2 Stroke Recovery and Rehabilitation

    Brain injury due to stroke can change the way people move, feel, think, or

    speak. The effects are greatest right after the stroke. Over time, most stroke survivor

    will make improvements. Rehabilitation helps stroke survivors relearn skills that are

    lost when part of the brain is damaged. The stroke rehabilitation objective are to help

    stroke survivors live as independently as possible while adjusting to new limitations.

    For example, these skills can include coordinating leg movements in order to walk or

    carrying out the steps involved in any complex activity. Rehabilitation also teaches

    survivors new ways of performing tasks to circumvent or compensate for any residual

    disabilities. Individuals may need to learn how to bath and dress using only one hand,

    or how to communicate effectively when their ability to use language has been

    compromised. Figure 2.2 show three important element in any rehabilitation program;

    carefully directed, well-focused, and repetitive practice, same method used to learn a

    new skill, such as playing the piano or pitching a baseball.

    Figure 2.2: Stroke rehabilitation program implementation strategy

    Carefullydirected

    Well-

    focused

    Repetitivepractice

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    Rehabilitation therapy begins in the acute-care hospital after the persons

    overall condition has been stabilized, often within 24 to 48 hours after the stroke. The

    first steps involve promoting independent movement because many individuals are

    paralyzed or seriously weakened. Patients are prompted to change positions frequently

    while lying in bed to engage in passive or active range of motion exercises to

    strengthen their stroke-impaired limbs. Depending on several factors such as the

    extent of the initial injury; patients may progress from sitting up and being moved

    between the bed and a chair to standing, bearing their own weight, and walking, with

    or without assistance. Rehabilitation nurses and therapists help patients who are able

    to perform progressively more complex and demanding tasks, such as bathing,

    dressing, and using a toilet, and they will encourage patients to use their stroke-

    impaired limbs while engaging in those tasks. Beginning to reacquire the ability to

    carry out these basic activities of daily living represents the first stage in a stroke

    survivor's return to independence.

    For some stroke survivors, rehabilitation will be an ongoing process to

    maintain and refine skills and could involve working with specialists for months or

    years after the stroke. The types of therapy will depend on which parts of the brain

    were damaged. Stroke survivors may require:

    Speech therapy.

    Physical therapy and strength training.

    Occupational therapy (re-learning skills required for daily living).

    Psychological counselling.

    Physical and occupational therapy involved a structured activity designed to

    regain the ability lost due to stroke by encouraging the use of the affected parts of the

    body through repeated motion. Conventional therapy require the stroke survivors to

    preform repeated motions under the supervision of the therapist in a one on one

    session. Therapy activity is design to suit the stroke survivor capability. The goal is

    to get the patients to move their affected limbs as easily as they move their unaffected

    limbs.

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    Recovery of the upper limb such as hand and arm has a slower progression and

    is usually gained through outpatient and home therapy (van der Lee et al., 1999).

    Upper limb stroke survivor recovery process start with regaining their ability to move

    their shoulder, arm, wrist and hand.

    2.3 Post stroke upper limb rehabilitation

    Most stroke survivor will suffer weakness or lost ability to upper limb or arm.

    Arm movements are produce by moving a group of muscle groups together and this

    movement is coordinated by brain. Collaboration between muscles is known as

    synergies. Stroke will reduce the coordination between the brain and body, as a

    result the muscle synergies will move in abnormal patterns. Normally only one side

    of the body will be affected. Stroke can affect stroke patient arm in several way:

    Weakness.

    Stroke survivors may completely paralyzed or their shoulder, elbow wrist

    and/or hand may be weak. This condition will lead to difficulty in reaching,

    picking things up or holding onto things.

    Coordination problems.

    Stroke survivor may have difficulty to plan or coordinate the movements of

    their arm; arm doesnt move in the way that they want it to.

    Changes in muscle tone.

    Stroke survivor with high tone known as hypertonia or spasticity will suffer

    stiff or tight muscles. Stroke survivor with low tone called hypotonia, will

    suffer floppy or loose muscles.

    Subluxation.

    Weakness or low tone may allow the top of stroke survivor arm to drop out of

    the shoulder socket slightly. This makes arm movements difficult and can be

    painful.

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    Contracture.

    Weakness or high tone may make stroke survivor muscles shorter or joints less

    flexible. This makes movements difficult and can be painful.

    Arm skate, cone stacking and picking marble are equipment which is

    frequently use at occupational therapy unit. Stroke survivor has to repeat the same

    activity for 15 20 minutes in one session. Normally in one session a therapist is

    required to monitor two or three patient at the same time. Study done by a group

    researcher from Taiwan reveal that even though these equipment can produce the

    expected outcome there are several weakness such as easy to lose focus because of

    boredom, no difficulty setting and no movement record (Huang, Lee, Hsieh, & Chen,

    2013).

    2.4 Home base rehabilitation

    Home based rehabilitation is special therapy program design to suit the stroke

    survivor needs. Rehabilitation process will be carry out at the patient house. In current

    practice a special team will be form to monitor this program. Home based

    rehabilitation objective is to improve the ability of the stroke survivor to carry out daily

    living activity such as grooming, toileting, and other forms of self-care, household

    and other day-to-day tasks, as well as leisure activities.

    Home based rehabilitation will reduce the frequency of visit to the clinics, this

    approach will help stroke survivor reduce their expenses. Due to the low-cost and

    availability of the rehabilitation, the therapy could continue until the individual was

    satisfied with their ability to independently perform activities of daily living. The

    home-based rehabilitation would include an engaging interaction, such as a game, to

    maintain the individual's interest (Reed, Ismet Handzic, & Samuel McAmis, 2014).

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    Movement activity can be recorded using video or log file. These data can be used by

    therapist to evaluate the stroke survivor achievement and can be used to plan further

    rehabilitation activity.

    2.5 Game based rehabilitation

    Combination of conventional rehabilitation and games based activity has

    shown significant effect in improving stroke survivor rehabilitation performance.

    Various games has been integrated into stroke rehabilitation activity ranging from a

    simple card and board game, commercial computer base game, and customised

    computer games. Matching the game to the specific deficit is a key to rebuilding lost

    skills. Game is use to reduce stroke survivor weakness and increase their confident

    level. Crossword puzzle game can be used to overcome memory deficit. Jigsaw

    puzzle can increase memory and motor skill ability.

    Beside conventional therapy, some therapist include commercial activity

    promoting gaming systems as a part of their rehabilitation programs. Commercial

    activity promoting gaming systems provide a potentially attractive means to facilitate

    exercise and rehabilitation (Matthew J. D. Taylor, McCormick & Teshk Shawis,

    Rebecca Impson, 2011). The Nintendo Wii, Sony Eye Toy, Dance Dance Revolution,

    and Xbox Kinect are examples of gaming systems that use the movement of the player

    to control gameplay.

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    2.6 Virtual reality technology

    Virtual reality was first introduced by Jaron Lanier in 1987. Virtual reality also

    known as Synthetic Experience, Virtual Worlds, Artificial Worlds or Artificial Reality.

    Different name propose different definition, but all researcher agree that VR is an

    interactive and immersive experience in a simulated world (Mazuryk & Gervautz,

    1996).

    Virtual reality allow user to explore a three-dimensional (3D) world produced

    by computer system. 3D Images will change continuously depending on the

    orientation and input provided by the user (Wiederhold, 2006). Virtual reality

    experience varies from non-immersive to fully immersive depending on the degree to

    which the user is isolated from the physical surroundings when interacting with the

    virtual environment (Saposnik & Levin, 2011). Visual in immerse virtual reality is

    supply through head-mounted display. Their view of the virtual world is controlled

    through head movements. The virtual environment is seen at full-scale. Non-immerse

    virtual reality refers to all systems that do not involve the use of head-mounted displays

    to control the user's view of the virtual environment. Instead, users view the virtual

    environment on a two-dimensional flat screen, and interact with it through a variety of

    motion-detecting interfaces.

    Virtual reality experience consist of four key element virtual world, immersion,

    sensory feedback and interactivity. A virtual environment is a real world environment

    simulation created using computer software and is experienced by the user through a

    human machine interface. In the real world human use eyes, nose, ears and skin to

    detect changes in their environment, same principle applied in virtual world,

    information about environmental changes in virtual world is send to the user senses

    using human machine interface such as head mounted display (HMD) and data glove.

    Virtual reality device create a feeling of being inside and a part of virtual world, this

    experience is known as immersion. Sensory feedback refers to the ability of virtual

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    reality system to react to user movement. Interaction is defined as the ability of the

    user to move and interact with object in virtual world.

    Virtual reality has a wide range of application in various field such as military,

    education, entertainment, fashion and engineering. Virtual reality has become an

    important tools in medical training and treatment process. Virtual reality allow

    medical student to perform virtual surgery and reduce the effect of trial and error

    during learning process.

    Limited number of rehabilitation centre and high treatment cost has motivated

    many researcher to develop game based rehabilitation. Games based rehabilitation

    offer a cheaper rehabilitation therapy for stroke survivors. Virtual reality can also be

    integrate with robotic technology to perform robotic surgery. This surgery will be

    controlled by human surgeon but the surgery is done by robotic arm to reduce error.

    2.7 Virtual rehabilitation

    Rehabilitate is originate from Latin word "habilitas", means to make able

    again. Rehabilitation does not reverse or undo the damage caused by an injury or

    illness, but rather helps restore the individual to optimal health, functioning, and well-

    being. Virtual rehabilitation is a process which combining virtual reality (VR)

    hardware and simulation in improving the effect of rehabilitation process (Burdea,

    2002). Virtual reality provide interactive simulation which the users has the

    opportunities to engage in environments that appear and feel similar to real world

    objects and events (Sheridan, 1992). VR allows the Users to interact with displayed

    images, move and manipulate virtual objects and perform other actions in a way that

    attempts to immerse them within the simulated environment thereby engendering afeeling of presence in the virtual world (Weiss, Kizony, Feintuch, & Katz, 2006).

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    Rate of success in virtual rehabilitation is affected by three fundamental factor

    as shown in Figure 2.3; repetition, feedback and motivation (Maureen K. Holden,

    2005). Repetition play important role in rehabilitation process. Repeating the same

    movement for several time will increase the movement speed. Repetition drawbacks

    is unmotivated, when same movement is repeated for a long time, it will cause

    boredom. Repetition must accompanied with motivation. The repeated practice must

    be linked to incremental success at some task or goal. This can be achieved by setting

    different level of difficulty and feedback system.

    Figure 2.3: Virtual rehabilitation success factor

    The use virtual rehabilitation as a part of stroke survivor rehabilitation program

    has positive impact in improving the stroke survivor upper limb and ADL function.

    Virtual rehabilitation provide an enjoyable rehabilitation tool and has the ability to

    increase stroke survivor confidence to regain the hand arm movement ability (Laver,

    George, Thomas, Deutsch, & Crotty, 2015).

    Most researcher use haptic equipment such as data glove to simulate 3D

    environment. Virtual person known as avatar or virtual person is used to represent

    user in the virtual world. Several game based on daily activities such as pick and place,

    bowling game and water pipeline fixing has been simulated. Table 2.1 listed several

    research on virtual rehabilitation.

    Succes virtualrehabilitation

    Repitition

    Feedback

    Motivation

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    Table 2.1: Previous virtual rehabilitation research

    Title Year Detection Method Researcher

    A Virtual Reality Based

    Exercise System for

    Hand Rehabilitation

    Post-Stroke

    2004 CyberGlove and a

    Rutgers Master

    II-ND haptic

    glove.

    Adamovich, Merians,

    Boian,Tremaine, Burdea,

    Recce and Poizner

    The Rehabilitation

    Gaming System: a

    Review

    2009 Vision based

    tracking system

    Mnica, Bermde, Esther

    and Paul.

    A study to evaluate a

    low cost virtual reality

    system for home based

    rehabilitation of the

    upper limb following

    stroke

    2010 Virtual glove Penny, David, Steven,

    Marion, Louise, Andy,

    Fran, Kate and Andy

    Interactive

    Virtual Reality Gamebased Rehabilitation

    for Stroke Patients

    2013 Microsoft

    Kinectcamera

    Nahid, Mindy, Joyce and

    Philippe.

    Glove Based Virtual

    Reality (VR)

    Interaction for the

    Purpose of

    Rehabilitation

    2014 Data glove Aswad , Khairunizam,

    Nazrul, Shahriman, Hazry

    and Zuradzman

    Game-based virtual

    rehabilitation system

    for upper extremityusing low-cost camera

    2015 Low cost camera Ngoc Bien Pham

    Two major obstacle in implementing virtual rehabilitation is high cost and

    require high technical skills (Jonathan Halton, 2008). To overcome this limitation,

    low cost home base virtual rehabilitation system has become a popular topic in virtual

    rehabilitation research, the aim of this system is to design a low cost rehabilitation

    games which will allow stroke survivors to practice their rehabilitation activity in

    comfort of their home. In early stage, most of virtual rehabilitation game use data

    glove as input devices, data glove allow the program to record the hand movement and

    finger flexure effectively. As the cost of glove is expensive, researcher seek a lower

    cost alternative. Nowadays, many researcher use low cost camera to detect hand

    movement. This project will use an optical mouse as input device.

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    2.8 Computer graphics system

    A computer graphics system consist of six main element as shown in Figure

    2.4.

    1. Input devices.

    2.

    Central Processing Unit.

    3. Graphics Processing Unit.

    4. Memory.

    5. Frame buffer.

    6. Output devices.

    Most graphics systems contain a keyboard and a pointing device. The most

    common pointing devices are the mouse, joystick and data tablet. Each pointing

    device equipped with one or more buttons. Pointing device provide positional

    information to the processor.

    Central

    processor

    Graphic

    processor

    Frame

    buffer

    CPU

    Memory

    CPU

    Memory

    Figure 2.4: Computer graphic elements

    Before optical mouse was invented, mechanical mouse is use as a pointing

    device. A mechanical mouse is a computer hardware input device comprised of a

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    metal or rubber ball in its underside. Moving the mouse causes the ball to roll, and

    sensors inside the mouse detect the movement of the ball and consequently send

    signals to the cursor on the screen. Mechanical mouse use a pair of encoders to send

    two orthogonal direction information to processor. Central processing unit (CPU) will

    convert this information into a convenient coordinate system and use it to produce

    graphics or execute specified action define by the computer program.

    Graphics processing unit (GPU) is used to produce 3D image. Graphic system

    produce of a group of picture elements, or pixels know as image. Pixel are stored in a

    frame buffer; a part of computer memory. Computer memory act as a brain in

    computer system. Frame buffer is an area of computer memory used to hold the frame

    of data that is continuously being sent to the screen. Each pixel corresponds to a

    location or small area, in the image. Pixel or picture element as shown inFigure 2.5

    is one coloured dot on the screen.

    Figure 2.5: Computer graphic pixel

    Resolution refer to number of pixel in the frame buffer, resolution determines

    the detail of an image display on screen. Computer display resolution refers to the

    number of pixels that can be displayed on a computer screen, computer display

    resolution is expressed in terms of the number of pixels on the horizontal axis and the

    number of pixel in vertical axis. For example, monitor with 1366 x 768 resolution,

    width is 1366 pixel and height is 768 pixel. Dots per inch (dpi) or maximum number

    of dot in one inch is a measure of the sharpness or the density of illuminated points on

    a display screen. Most computer screen have a resolution of 72 or 96 pixels per inch.

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    Processor function is to assign values to the pixels in the frame buffer that best

    represent the entities based on the specifications of graphical primitives such as lines,

    circles, and polygons, generated by application programs. For example, a triangle is

    specified by three vertices, but to display a triangle is outline by the three line segments

    connecting the vertices, the graphics system must generate a set of pixels that appear

    as line segments to the viewer. The actual drawing or filling in of the pixels between

    each vertex to make the lines is called rasterization or scan conversion.

    In early graphics systems, the frame buffer was part of the standard memory

    that could be directly addressed by the CPU. Today, virtually all graphics systems are

    characterized by special-purpose graphics processing units (GPUs), custom-tailored

    processing unit to carry out specific graphics functions. The GPU can be embedded

    either on the mother board of the system or on a graphics card. The frame buffer is

    accessed through the graphics processing unit and usually is on the same circuit board

    as the GPU.

    2.9 Interactive computer graphic

    Interactive computer graphic can be define as a computer system that allows

    user to interact with the graphical information presented on the display using one or

    more input devices. Interactive computer graphic was introduced by Ivan Sutherland.

    Figure 2.6, summarized the basic concept of interactive computer graphic. Human

    machine interaction in computer system is done using the input device. In programmer

    view, input device can be divided into two categories; physical and logical device.

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    User sees an

    image on the

    display

    User react using

    interactive device

    Images change

    according to

    users input

    Figure 2.6: Interactive computer graphic concept

    Physical device is computer hardware such as keyboard and mouse, on the

    other hand logical device is computer software. Logical device is a statements line

    such as printf and scanf in C programming language and cin and cout in C++

    programing language. All these statement is use by the programmer to get response

    from the user.

    Physical and logical input device send input to an application program in two

    steps; measure process and device trigger. The measure process is how the device

    respond based on the user action. The trigger of a device is a physical input on the

    device with which the user can signal the computer. For example, the measure of akeyboard contains a group of character such as hello world!, and the trigger can be

    the return or enter key. For a pointing device such as optical mouse, the measure

    includes the position, and the associated trigger can be a button on the pointing device.

    In an environment with multiple input devices, each device has its own trigger and

    each device will run a measure process. Each time that a device is triggered, an event

    is generated. The device measure, with the identifier for the device, is placed in an

    event queue. This process of placing events in the event queue is completely

    independent of what the application program does with these events. This process is

    shown inFigure2.7

    Trigger

    processTrigger

    Measure

    process

    Event

    queueMeasure ProgramAwait event

    Figure 2.7: Interactive computer graphic measure process

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    2.10 Mouse as tracking device

    Nowadays computer mouse has become a standard device for all personal

    computer. Computer mouse was invented by Douglas Engelbart of Stanford Research

    Centre in 1963. The mouse was officially called an X-Y Position Indicator for a

    Display System (Mueller, 2011). Traditional mouse consist of a small rubber ball

    which will rolls when the mouse is move across the table top. Information regarding

    this ball movement will be converted into electrical signals and transmitted to the

    computer across the cable.

    The standard mouse consists of several components:

    A housing that user hold in their hand and move around on table top.

    A method of transmitting movement to the system; either ball/roller or

    optical sensors.

    Buttons (two or more, and often a wheel or toggle switch) for making

    selections.

    Wheel for vertical scrolling. Some wheels tilt for horizontal scrolling

    or can be pressed to act as a button.

    An interface for connecting the mouse to the system. Conventional

    mice use a wire and connector, whereas wireless mice use a radio

    frequency (RF) or infrared (IR) transceiver in both the mouse and a

    separate unit connected to the computer to

    Interface the mouse to the computer.

    Even though ball type mouse as illustrated in Figure 2.8 are considered

    obsolete, understanding their working principle will provide the basic understanding

    on how mouse can be used as a tracking device. Figure 2.9 show basic construction

    of a ball mouse. A ball mouse consist of a rubber ball mounted on two rollers; one for

    x-axis movement detection and the other one for detecting up and down movement

    changes in y-axis direction. As the mouse move, rubber ball will move the roller which

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    will cause either one or both wheel to rotate. When mouse is move in side by side

    direction only x axis wheel will turn. On the other hand when mouse is move in

    upward or downward direction y axis wheel will turn. When the mouse is move in an

    angle both wheel will move. These rollers are typically connected to small disks with

    shutters that alternately block and allow the passage of light produce by the led. Small

    optical sensors detect movement of the wheels by watching an internal IR light blink

    on and off as the shutter wheel rotates and chops the light. These blinks are

    translated into movement along the axes.

    Figure 2.8: Ball mouse

    Figure 2.9: A Typical mechanical mouse with ball and shafts

    Adapted from (Ian McLoughlin, 2011)

    Roller ball mouse required frequent maintenance as it will trap dust as it is

    moving. To overcome this problem, optical mouse is introduced by Agilent

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    Technologies in 1999. The first generation optical mouse actually uses a tiny camera

    to take thousands of pictures every second. Some of the early mouse used a sensor

    that required a special grid-marked pad. Although these mice were accurate, the need

    to use them with a pad caused them to fall out of favour. Recently, mouse use optical

    technology to detect change in movement and they have no moving parts of their own

    (except for the scroll wheel and buttons on top). Todays optical mice need no pad;

    they can work on virtually any surface. This is done by upgrading the optical sensor

    from the simple type used in older optical mice to a more advanced CCD (charge

    coupled device. This essentially is a crude version of a video camera sensor that

    detects movement by seeing the surface move under the mouse. An LED or diode

    laser provides light for the sensor.

    Beside the normal use such as selecting, dragging, hovering, and clicking.

    Several research such as listed inTable 2.2 has been done to seek the possibilities to

    use mouse as motion sensor. The motivation of this study is mouse provide an accurate

    position measurement with a lower cost, compare to industrial sensor.

    Table 2.2: List of research using mouse as tracking sensor

    Title Year Application Researcher

    The optical mouse

    as a two-

    dimensional

    displacement

    sensor

    2002 Optical mouse as a two

    axes displacement sensor.

    T.W. Ng

    The optical mouse

    for vibratory

    motion sensing

    2003 Optical mouse as

    vibratory displacement

    sensor

    Ng and Ang

    Digital readout

    manometer using

    an

    optical mouse

    2003 Automated data

    acquisition from a simple

    U-tube manometer using

    an optical mouse.

    Ng, Cheong and

    Sheridan

    Using optical

    mouse sensors for

    2007 Optical mouse sensors as

    contactless

    W.P.H. Kamphuis

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    sheet position

    measurement

    sheet displacement

    sensors

    2D position

    measurement with

    optical laser

    mouse sensor

    2010 Study the effect of mouse

    sensor accuracy to

    position measurement

    Michal and Milan

    Long range

    measurements

    using a

    contactless

    low cost optical

    sensor

    2013 Optical mouse sensors ascontactless optical

    measurement device.

    Paulo, Higinio,

    Julia and Pedro

    2.11 Mouse resolution and hand movement distance

    Optical mouse detect movement using Complementary Metal Oxide Silicon

    (CMOS) sensors. CMOS in mouse will take an image of the pixel and determine the

    size of that pixel. CMOS sensor operate by comparing images and computer use this

    information to determine the mouse movement direction and distance. CMOS sensor

    can capture up to 12000 frames per second. Image processing feature in mouse

    software enable the CMOS sensor to see less than one pixel. This process in known

    as fractions of pixels, where a pixel is divided into a smaller size.

    Mouse resolution is the number of pixels per inch that the optical sensor and

    focusing lens see when the mouse move. Mouse resolution is measured using Dot

    per Inch (DPI). Franois Morier, Logitech Senior Engineer define mouse resolution

    as the translation between hand movement and the distance covered on the screen. It

    is just a factor of relation between, I move one inch, how many pixels I have covered

    on the screen. This is the resolution (Wes Fenlon, 2015). In theory, if a mouse has

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    1000 DPI, then, if the mouse move one inch (2.54 cm), the mouse cursor will move

    1000 pixels. Higher resolution cause the mouse moves faster and requires less effort

    to get across the screen. Low resolution make a mouse moves slower and requires

    more effort to get across the screen, but offers better precision. Higher resolution

    displays may require higher resolution or higher mouse DPI to attain the same amount

    of on-screen movement.

    There are two way to change a mouse resolution; using Window mouse

    properties setting and in game sensitivity setting function. In Windows, mouse settings

    are controlled using the mouse properties dialog box as shown inFigure 2.10.The

    Window mouse properties setting is actually a multiplier, when the slider is set at 6/11

    it will keep a 1:1 ratio; for each mouse count, the cursor will move by 1 pixel. If the

    slider is set higher, the pixel will skipping since window will try to move the cursor

    faster than sensor's count.

    Figure 2.10: Mouse properties dialog box

    As shown inFigure 2.10,Windows mouse properties provide Enhance Pointer

    Precision (EPP) option. EPP function is to smoothen the movement of the mouse

    pointer. When EPP is enabled, the pointer moves smoothly without any visible breaks

    in motion. When EPP is disabled, the pointer move a bit jerkily. For example, when

    the mouse sends data that it has been moved one unit to the right, without the enhanced

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    pointer precision and the pointer speed slider located at 6/11 (= no scaling) the pointer

    will also move one unit to the right. This could be called as "one-to-one" or 100%

    speed. Lower pointer speeds is achieved by delaying the pointer movement until the

    mouse has sent enough units to the given direction. At 50% speed the mouse has to

    send 2 counts to the right before the pointer moves one count.

    Mouse DPI refers to a mouses hardware capabilities, while sensitivity is

    software setting. Default value for Windows mouse sensitivity is 6/11. Mouse

    sensitivity setting can be adjusted by changing the in-game mouse sensitivity value or

    by selecting a higher or lower mouse DPI value.

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    CHAPTER 3

    RESEARCH METHODOLOGY

    This section described the research methodology implemented in this project.

    This project implementation is divided into two part; software development and

    system verification. Software development is carry out in three step system problem

    definition, problem solving and testing and verification. System verification is done

    in three ways; discussion with expert, user feedback and observation. This program is

    develop in three different version, after every version is completed program will tested

    and verified. After completing the final version, three experiment has been conducted,

    this experiment is carried out to determine the relationship between mouse hardware

    with hand movement distance required to move cursor from one to another point,

    comparing the accuracy of single DPI mouse with multi DPI mouse and study the

    effect of in game sensitivity setting to hand movement distance while playing with the

    JDS rehabilitation games. Result of this experiment is discuss in chapter 4.

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    3.1 Research methodology

    This project objective is to develop a system with the ability to record stroke

    survivor hand arm movement information while they are practicing their hand and arm

    rehabilitation to regain their upper limb movement ability. This system is named as

    JDS (Jamal Dan Shokor) rehabilitation games. JDS rehabilitation games is inspired

    by arm skating exercise. In this exercise stroke survivor is required to move their arm

    and hand with the assistance of arm skate as shown inFigure 3.3.

    Flow chart in Figure 3.1 explain the process of developing the JDS

    rehabilitation games. This process is started by defining the problem. Once the

    problem has been identified a flow chart which represent the solution will be produced,

    later this flowchart known as pseudocode will be transferred into programming

    language such as C++ to develop the solution to the problem.

    JDS rehabilitation games is develop in several version. Once the program has

    successfully develop, this program will be test and verify. Verification is done by

    obtaining feedback either from expert, user or observation. Once the verification has

    been done, improvement will be conducted based on expert or users input.

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    Start

    Define the problem

    Design algorithm to solve problem

    Test and verify the program

    Working correctly?

    Yes

    No

    End

    Figure 3.1: Software development process

    3.2 Problem definition

    Stroke survivor will suffer several disability such as memory loss, loss ability

    to communicate and paralyzed some part of their body. Stoke effect is different from

    one patient to the other, this study will focus on developing a home based rehabilitation

    games to help the stroke survivor to regain their upper limb movement activity. Based

    on observation made at Hospital Sultan Ismail rehabilitation unit, activity such as cone

    stacking (Figure 3.2), picking up small objects such as marbles and transferring it into

    to another place and arm skating (Figure 3.3); moving the affected arm on table top

    using the affected arm is used to help stroke survivor to regain their hand and arm

    movement ability. In order to get the benefit of this exercise, stroke survivor has to

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    repeat this exercise for several time, this will lead to boredom and motivation lost.

    Another disadvantage is there is no indicator for showing degree of the rehabilitation.

    Figure 3.2: Cone stacking Figure 3.3: Arm skating

    Research done by several researcher in several part of the world has proven

    that computer games can be used as a tool in stroke rehabilitation. Computer

    program will allow different set of difficulty to be set, to suit the user requirement.

    Computer program can also be used to record the rehabilitation progress. Therapist

    can used the recorded data to monitor their rehabilitation activity effectiveness.

    These data can be converted into graphical chart and can be display at certain place

    which can be seen by the stroke survivor so that they can monitor their own

    rehabilitation progress.

    3.3 Rehabilitation games (version 1)

    This version serve as the basic foundation of this project. This game is develop

    base on object matching games. The objective of this games is to detect the hand

    movement location based on the mouse cursor position coordinate. Cursor location

    will be shown on the console window as shown inFigure 3.4. Besides moving the

    cursor to specific location, user must match the object shape and colour to get the

    correct match. Objective of this activity is to improve the user motor and cognitive

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    skill. Figure 3.5 show the snapshot of the program. Before terminating the program,

    user need to copy the coordinate location recorded on the console windows and paste

    it into a notepad file. Then therapist can used formula shown inFigure 3.6 to calculate

    the hand movement distance. Figure 3.7 show the pseudocode of this program.

    Figure 3.4: Cursor location information

    Figure 3.5: Version 1 snapshot

    = + Where: , = , =

    Figure 3.6: Distance formula

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    Start

    Draw 8 different shape with 4

    different color at 8 different location

    Place the cursor at the screen center as the

    starting point

    Use keyboard button to change

    the cursor shape and colour

    Correct match?

    End

    Once user move the mouse to new location record the

    new cursor location coordinate

    Display

    Congratulation

    Display Sorry no

    match foundYes No

    Esc button

    press

    Figure 3.7: Rehabilitation game version 1 pseudocode

    This version verification is done by conducting a presentation to Dr Sharon

    Khor, rehabilitation physician at Hospital Sultan Ismail, Johor Bahru. From the

    discussion following weaknesses has been identified:

    It is difficult to measure motor and cognitive skills improvement at the same

    time. This project should focus on how to measure the motor skill because

    there a lot of application available in the market to measure cognitive skill.

    This application will be more effective if the point is arrange in circular

    shape, same like a dart board.

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    The data collection and analysing method must be simplified.

    User must be motivated to move their hand as fast and as far as they can

    while doing this activity.

    This point has been used as a guideline to create rehabilitation games version 2.

    3.4 Rehabilitation games (version 2)

    Rehabilitation game version 2 is an upgrade version of rehabilitation games 1.

    This version arrange the point in circular shape as shown inFigure 3.8. Objective of

    this game is to provide a tools that can be use by therapist to calculate the hand

    movement speed. This application is build using four circle with four different radius.

    Circle in this application is develop using formula shown inFigure 3.9. In this formula

    i represent the point location and j represent the maximum number of points. For

    example circle 1 radius in Figure 3.8 is 50 and the maximum number of point is 8.

    The weakness of this application is there is a gap between points. The other weakness

    is when centre point is moved to another location it will leave a blank space. It will

    cause difficulty to the user to locate the centre point. To overcome the gap problem

    the maximum number of point is increase and new circle as shown in Figure 3.10 is

    produced, in this version the maximum number of point for circle 1 is increase from 8

    to 240. Even though this method has create a better circle shape the circle is not

    smooth because the rectangle shape point is used. As a solution rectangle shape point

    is change to a round point shape and the result is shown in Figure 3.11.

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    Figure 3.8: Dart board point arrangement

    = + cos (360 ) 180

    = + sin (360 ) 180

    := = , = = , = Figure 3.9: Circle coordinate calculation formula

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    Figure 3.10: Circle with rectangle point shape

    Figure 3.11: Circle with round point shape

    Rehabilitation games version 2 is also equip with instruction to guide the user

    how to use this program effectively. Hand movement data in this program is recorded

    into a log file located outside of the program. This program also has a calibration

    option which will allow user to set the hand movement distance required to move from

    one end to the other end. Figure 3.12 show the snapshot of the console windows.

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    As shown in Figure 3.12, log file name is given based on the user name specified by

    the user, console will also provide information on the log file location. Mouse speed

    will determine the amount of hand movement required to move from one end to other

    end, smaller number of mouse speed will produce a longer hand movement distance.

    Figure 3.13 show the rehabilitation games version 2 pseudocode.

    Figure 3.12: Rehabilitation games version 2 console output.

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    Start

    Request user name

    Create log file base on user name input

    Display instruction

    End

    Create 5 circle with different radius and color

    Record hand movement coordinate in log file

    Esc button press

    Figure 3.13: Rehabilitation games version 2 pseudocode

    This version verification is done by conducting a discussion by having a

    discussion with my supervisor Dr Jamaludin Mohd. Taib. From the discussion

    following the following weaknesses has been identified:

    This program still used manual calculation, as this program will be used by

    various education background, the distance calculation should be made by the

    program.

    This program can only use to measure the hand movement distance only,

    additional features must be added to create a rehabilitation tools.

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    3.5 Rehabilitation games (version 3)

    Rehabilitation game version 3 is develop in several version. This section will

    only discuss about the final version of this project, this version is named as JDS

    rehabilitation games. This game package consist of four set of application; JDS Pong,

    JDS bouncing ball, JDS connecting the dot and JDS hand movement speed calculation

    tools. Each program except JDS pong is attach with a log file.

    Based on feedback obtain from Hospital Sultan Ismail, Rehabilitation Unit

    staff and observation on patient rehabilitation activity, these strategy are embedded to

    create the final version this project:

    Clear instruction must be provided.

    Several difficulty level must be set from easy to hard.

    User must be inform about their achievement at the end of every session.

    A control feature must be included to make sure that user follow the given

    instruction and stay focus on their activity.

    3.5.1 JDS pong

    JDS pong is inspired by from the table tennis games. The aim of this games is

    to provide an activity which will help stoke survivor to regain vertical hand and arm

    movement ability. This games allow the user to the hand movement distance to move

    from one end to the other end based on their hand movement ability. Similar to original

    table tennis game, the player will play this games with computer as their opponent.

    The window border will act as the wall, each time the ball hit the wall and ball will

    change its direction. The objective of this game is to prevent the ball from hitting the

    bottom wall. If the ball hit the bottom wall, the computer will get a point and the ball

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    speed will increase, if the player manage to obstruct the ball movement using his bat

    he will get points. Point is assign randomly by the computer based the ball location

    on the bat. To play this game, user only need to put his hand and move the mouse to

    the left or right side of the screen. Axis align bounding box method is used to carry

    out collision detection test. Mouse movement will cause the bat to move according to

    the hand movement direction. Once the user press S key to stop the game, program

    will show the user achievement; either he win or lost. If the user score is higher than

    computer score. Figure 3.15 toFigure 3.17 show a screen shot of this game. Figure

    3.18 show the pseudocode.

    Figure 3.14: JDS pong console windows

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    Figure 3.15: JDS pong games screen shot

    Figure 3.16: Player win statement

    Figure 3.17: Player lose statement

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    Start

    Right value entered?

    Set cursor speed

    Ball hit the wall

    True

    Ball hit the bat

    End

    Create application windows

    Change the ball

    movement direction

    Select difficulty level

    False

    Esc button pressed

    Increase player

    score

    Increase computer score and ball speed

    Ball hit the bottom wall

    True

    True

    False

    Move the ball

    Figure 3.18: JDS pong games pseudocode

    3.5.2 JDS bouncing ball

    JDS bouncing ball objective is to provide a vertical and horizontal hand

    movement therapy using 2D game. JDS bouncing ball demonstrate the application ofcollision detection principle and counter controlled repetition loop in creating an

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    animation. In this game, ball will bounce from wall to wall. Ball is drawn using

    counter repetition control loop. Every time the ball hit the wall, the ball will change

    its direction and speed is increase. The games objective is to encourage the player to

    move his hand according to ball movement pattern. Player can stop the ball movement

    by clicking the left mouse button. The target is to place the cursor on the ball area to

    pause the ball movement. When the ball movement is stopped, program will compare

    current pixel with specified pixel. Ball movement can be resume by clicking the

    mouse button once again. This game will endure until the player press S to stop the

    ball movement or press X to exit the game. This game involved two type of

    movement: hand and arm movement, and finger movement. Hand and arm movement

    is required to move cursor across the screen. Finger movement is needed to press the

    mouse button to stop and resume the ball movement. Figure 3.19 show the JDS

    bouncing ball screenshot andFigure 3.20 show the pseudocode of JDS pong games.

    Radius 1 Radius 2 Radius 3

    Figure 3.19: JDS bouncing ball screen shot

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    Start

    Right value entered?

    Set cursor speed

    Ball hit the wall

    True

    End

    Create application

    windows

    Change the

    ball movement

    direction

    Select

    difficulty

    level False

    Esc button pressed

    Move the ball

    True

    Mouse button

    pressed (1)

    Stop ball

    movement

    Cursor located

    on the ball?

    False

    Print You

    missed, try

    again

    Print You hit the

    ball

    Mouse buttonpressed (2)

    True

    Figure 3.20: JDS bouncing ball game pseudocode

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    3.5.3 JDS connect the dot

    JDS connect the dot is develop based on kids dot connecting activity. The

    objective of this game is to enhance hand movement in various direction while the user

    use the mouse to connect a set of dot to create certain shape. Five shape with different

    level of difficulty has been selected for this activity. Figure 3.21 andFigure 3.22 show

    the JDS connecting the dot screenshot.

    Figure 3.21: JDS connect the dot games

    Beside enhancing the user hand movement, while playing this games user need

    to adhere certain rules; user cannot quit the game before all the dot is connected, on

    the other hand user must comply the maximum number of mouse click to complete

    this game. Error message as shown inFigure 3.23 andFigure 3.24 will be display if

    the user fail to comply the rules. Message inFigure 3.25 will be display if the user

    manage to complete the given task. Figure 3.26 show the pseudocode.

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    Figure 3.22: JDS Connecting the dot console display

    Figure 3.23: Uncomplete task message

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    Figure 3.24: User exceed the maximum attempt allow

    Figure 3.25: User successfully complete the game

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    Start

    Right value entered?

    Set cursor speed

    True

    End

    Draw line

    from position

    1 to position 2

    Select hand

    movement

    ability level False

    Esc button pressed

    Display

    window anddraw shape

    Select objectshape

    Right value entered?

    True

    Player click mouse

    button (position 1)

    Player click mouse

    button (position 2)

    False

    Figure 3.26: JDS connect the dot pseudocode

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    3.5.4 JDS hand movement speed calculation tool

    JDS hand movement speed calculation tool as shown inFigure 3.27 is design

    to provide tools to measure hand movement speed. User can use information from this

    application to compare the hand movement speed between the affected limbs and the

    unaffected limbs, the rehabilitation goal is to train the affected limb so it can move as

    fast as the unaffected limb.

    In this application mouse click location is used to determine the distance

    between two points. New location will be recorded based on mouse button state (up

    or down). Every state will produce a new location. Figure 3.28 show the JDS hand

    movement speed calculation tool pseudocode.

    Figure 3.27: JDS hand movement speed calculation tools snap shot

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    Start

    Log file created?

    End

    Correct value entered?

    Request user name

    Print greeting

    Create log file based on user name

    Print file name and location

    True

    Enter hand movement ability

    Perform hand movement

    distance calibration

    True

    False

    Record start time

    Create console and application

    windowMouse button press

    Record time and location

    Mouse button release

    Record time and location

    Esc button pressed

    False

    Perform hand movement speed

    calculation

    Figure 3.28: JDS hand movement speed calculation tools pseudocode

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    JDS hand movement speed calculation tool application windows size is set to

    700 x 700 pixel. This create a coordinate system ranging from 0 to 700 inxaxis and

    0 to 700 inyaxis. All mouse click location detected by JDS hand movement speed

    calculation tool will be recorded in log a file. Besides recording the cursor location,

    this program also record the time duration taken to move for initial point to end point.

    This data will use by the program to calculate the hand movement speed using the

    formula shown inFigure 3.29. Output of the program is shown inFigure 3.30.

    ,=

    : = Figure 3.29: Hand movement speed calculation formula

    Figure 3.30: JDS HMCT speed calculation output

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    3.6 Effect of mouse hardware to DPI to hand movement distance validation

    Introduction:

    Optical mice contain a light emitting diode (LED) and a little camera. As the

    mouse move around, the light shines on the surface below the mouse and the camera

    takes hundreds of pictures per second. The mouse compares the pictures and

    determines the direction which the mouse is moving. The mouse then sends this

    movement data to the computer as mouse input, and the computer moves the cursor

    across the screen.

    The pixel is originated from the word picture element; is the basic unit of

    programmable colour on a computer display or in a computer image. The physical

    size of a pixel depends on the resolution for the display screen. Display screen

    resolution is the number of pixels or individual points of colour contained on a display

    monitor. If the display screen display resolution is set to its maximum resolution, the

    physical size of a pixel will equal the physical size of the dot pitch or the dot size of

    the display. The dot pitch is measured in millimetres (mm) and a smaller number

    means a sharper image. In desktop monitors, common dot pitches are .31mm, .28mm,

    .27mm, .26mm, and .25mm. Personal computer users will usually use .28mm or finer.

    Optical sensor resolution number of pixel that can be fitted into one inch. For

    example if the pixel size 0.03 mm or 30 micron, the mouse DPI is 840 DPI. Dots per

    inch (DPI) refer to the number of image that a mouse sensor can take for every inch it

    is moved. The higher a mouses DPI, the farther the cursor will move on screen when

    the mouse is move. A mouse with a higher DPI setting detects and reacts to smaller

    movements. Some mouse models include dedicated buttons (DPI on-the-fly buttons)

    which can be used to instantly adjust the mouse sensitivity (DPI).

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    Experiment objective:

    Objective of this study is to validate the effect of mouse hardware DPI to hand

    movement distance to move computer cursor using JDS hand movement speed

    calculation tools.

    Equipment:

    1. Complete set of computer.

    2. JDS hand movement speed calculation tools software.

    3. Graph paper.

    4. Ruler

    5.

    Cellulose tape.

    6. Logitech G502 Proteus Core Tuneable Gaming Mouse (Figure 3.31).

    Figure 3.31: Logitech G502 Proteus Core Tuneable Gaming Mouse

    Experiment procedure:

    1. Launch JDS hand movement speed calculation tools software.

    2. Stick a graph paper on flat surface.

    3. Set Logitech G502 DPI to 1200 DPI.

    4. Follow instruction given in the JDS hand movement calculation tools to

    record the hand movement distance required to movement the cursor 50 pixel

    from the centre of the screen. Use the graph paper to measure the hand

    distance and record the result. Repeat this each measurement for 3 times.

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    5.

    Repeat step 4 to measure the hand movement distance of 100, 200 and 300

    pixel from the centre of the screen.

    6. Record the result.

    Result of this experiment will be discuss in chapter 4.

    3.7 Comparison between normal and gaming mouse to hand movement

    distance

    Introduction:

    Gaming mouse is a special mouse design to use with computer games. Gaming

    mouse typically employ a wide array of controls and buttons and have designs that

    differ radically from traditional mice. Gaming mouse is equip with DPI switch known

    as on the fly DPI whichenables user to adjust the mouse's sensitivity to a faster or

    slower pointer speed. In gaming mouse, DPI increment is produce by subdividing

    those pixels into smaller increments, this is done using sensor algorithm. Changes in

    DPI value will affect the accuracy, but it will produce a much more sensitive system;

    reduce the distance to produce a single count.

    DPI is defined as the number of pixel that a mouse can count in one inch. For

    example, to move 1000 pixel on screen will required the user to move their hand for 1

    inch. Using this relationship formula as shown inFigure 3.32 is develop.

    =( 2.54 ): = . = Figure 3.32: Hand movement distance calculation formula

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    Experiment objective:

    Objective this study is investigate the effect of mouse sensor DPI to hand movement

    distance required to move the cursor from one point to other point. This study will

    compare the hand movement distance required to movement cursor from the centre

    of the screen to specific location using Logitech M325 mouse and Logitech M502

    mouse.

    Equipment:

    1. Complete set of computer.

    2. JDS hand movement speed calculation tools software.

    3.

    Graph paper.

    4. Ruler

    5. Cellulose tape.

    6. Logitech G502 Proteus Core Tuneable Gaming Mouse.

    7. Logitech M325 mouse (Figure 3.33).

    Figure 3.33: Logitech M325 mouse

    Experiment procedure:

    1. Launch JDS hand movement speed calculation tools software.

    2. Stick a graph paper on flat surface.

    3. Set Logitech G502 DPI to 1000 DPI.

    4.

    Follow instruction given in the JDS hand movement calculation tools torecord the hand movement distance required to movement the cursor 50 pixel

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    from the centre of the screen. Use the graph paper to measure the hand

    distance and record the result. Repeat this each measurement for 3 times.

    5. Repeat step 4 to measure the hand movement distance of 100, 200 and 300

    pixel from the centre of the screen.

    6. Repeat step 4 and 5 using Logitech M325 mouse.

    7. Record the result.

    Result of this experiment will be discuss in chapter 4.

    3.8 Effect of mouse sensitivity to hand movement distance validation

    Introduction:

    Mouse sensitivity determine the speed or how fast the cursor will move across

    the computer screen. Higher mouse sensitivity will produce a quick response and

    reduce the hand movement distance to move the cursor across the computer screen.

    On the other hand, low sensitivity will reduce the cursor movement speed and increase

    the hand movement distance to move the cursor across the screen.

    Window operating system provide mouse properties dialog box as shown in

    Figure 3.34 which provide pointer speed adjustment option that allow user to change

    the mouse cursor speed. In JDS rehabilitation games, mouse sensitivity is change by

    changing the in game sensitivity value. Relationship between hand movement distance

    and in games mouse sensitivity setting is given by formula inFigure 3.35.

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    Figure 3.34: Mouse properties dialog box

    =( 2.54 ): = . = =

    2.54 = .Figure 3.35: In games sensitivity setting effect calculation formula

    Experiment objective:

    Objective of this experiment is to validate the effect of in game sensitivity setting to

    hand movement distance to move computer cursor in JDS rehabilitation games. In

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    games sensitivity setting can be adjusted using the hand ability movement option in

    JDS rehabilitation games.

    Equipment:

    1. Complete set of computer.

    2.

    JDS hand movement speed calculation tools software.

    3. Graph paper.

    4. Ruler

    5. Cellulose tape.

    6. Logitech M325 mouse

    Experiment procedure:

    1. Launch JDS hand movement speed calculation tools software.

    2. Stick a graph paper on flat surface.

    3. Set the hand ability value to 1.

    4. Follow instruction given in the JDS hand movement calculation tools to

    record the hand movement distance required to movement the cursor 50 pixel

    from the centre of the screen. Use the graph paper to measure the hand

    distance and record the result. Repeat this each measurement for 3 times.

    5. Repeat step 4 to measure the hand movement distance of 100, 200 and 300

    pixel from the centre of the screen.

    6. Repeat step 4 and 5 with the hand ability setting is change to 2, 3 and 4.

    7. Record the result.

    Result of this experiment will be discuss in chapter 4.

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    3.9 JDS hand movement speed calculation tools calibration

    The accuracy of hand movement distance calculation in JDS hand movement

    speed calculation tools is influenced by the mouse hardware DPI value. JDS hand

    movement speed calculation is equipped with calibration option as shown inFigure

    3.36 which will allow user to set the mouse DPI value.

    Figure 3.36: JDS hand movement speed calculation tools calibration option

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    3.10 Hand movement chart

    Every game except JDS Pong is equip with a log file. Log file will record

    information such as user name, program start time, program stop time, hand movement

    start time, hand movement stop time and cursor location. Cursor location referring to

    the distance measured in pixel from screen center to the destination.

    Log file content is different based on the games objective. JDS bouncing ball

    game log file as shown inTable 3.1 will record the mouse click location made by the

    user and determine whether the user manage to hit the ball or not. Table 3.2 show

    connect the dot log file content this log file only record the coordinate location and

    time duration.

    JDS hand movement speed calculation tools log file as shown inTable 3.2 will

    record the hand movement coordinate and calculate the hand movement speed. The

    JDS log file will record the hand movement coordinate (pixel), hand movement

    duration (seconds), hand movement distance (cm) and hand movement speed (cm/sec).

    All calculation is done automatically by the program. Data recorded by the log file

    can be use by the therapist and stroke survivors to monitor their rehabilitation progress

    Table 3.1: JDS bouncing ball log file content

    User name: test1

    Begin date : 17/03/2016 Begin time: 13:28:48

    Point X Y

    1 505 389 Hit target

    2 336 451 Hit target

    3 344 218 Missed target

    4 154 176 Missed target

    5 217 145 Hit target

    End date : 17/03/2016 End time: 13:29:15

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    Table 3.2: JDS connecting the dot log file content

    User name: test1

    Begin date : 17/03/2016

    Begin

    time: 12:30:00

    Shape: Square

    Point X Y

    1 70 70

    2 69 629

    3 628 630

    4 69 71

    5 631 71

    End date : 17/03/2016 End time: 12:30:16

    Time taken

    to complete: 0 Hours 0 Minutes 16 Seconds

    Table 3.3: JDS hand movement speed calculation tools log file

    User name: test1Begin date

    :

    18/03/2016 Begin time: 13:00:43

    Point X Y Distance

    (Cm)

    Duration

    (Second)

    Speed

    (Cm/Second)

    Location

    1 350 348

    2 130 628 2.2512 1 2.2512 Zone 5

    3 350 349

    4 34 14 2.92894 2 1.46447 Zone 5

    5 349 351

    6 675 16 2.95927 2 1.47964 Zone 5

    End date : 18/03/2016 End time: 13:01:07

    Chart inFigure 3.37 is produce by plotting the coordinate value from the JDS

    bouncing ball games log file. Plotting the coordinate value from JDS connecting the

    dot log file will produce hand movement chart as shown inFigure 3.38.

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    Figure 3.37: JDS bouncing ball hand movement pattern chart

    Figure 3.38: JDS connecting the dot hand movement pattern chart

    0

    100

    200

    300

    400

    500

    600

    0 100 200 300 400 500 600

    Y

    coordinate

    X coordinate

    JDS connecting the dot hand movement chart

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    3.11 Conclusion

    JDS rehabilitation games is design to produce a rehabilitation activity using

    computer games with the ability to record the user hand movement ability. Several

    factor such as the user hand movement distance ability, level of difficulty and

    motivation is considered in developing this games. JDS hand movement speed

    calculation tools is design to compare the hand movement speed of the affected and

    non-affected hand. Therapist can used this data to plot a hand movement chart to

    record the rehabilitation activity progress.

    Repetition and high motivation is the most important factor in increasing the

    rehabilitation activity success. Repetition will cause boredom. In this game different

    level of difficulty is used to reduce the boredom effect. This system will also provide

    feedback in term of score to increase the user motivation.

    In general this project has achieve its objective to produce a system which has

    the ability to help stroke survivors to regain their upper limb movement ability, but the

    effectiveness of the system can only be measured when the stroke survivor and

    rehabilitation unit staff has the desire to use this system as a part of their rehabilitation

    activity. Wise man says you can lead a horse to water, but you cannot make it drink.

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    CHAPTER 4

    RESULT AND DISCUSSION

    This chapter will discuss the result and finding from experiment describe in chapter 3.

    Experiment result show that mouse hardware DPI and in games sensitivity setting

    value in JDS rehabilitation games has direct influenced to hand movement distance to

    move cursor from one point to the other point.

    4.1 Relationship between mouse hardware DPI and hand movement distance

    This test is done using Logitech G502 Proteus Core Tuneable Gaming Mouse,

    this mouse has the pointer setting option as shown inFigure 4.1which allow user to

    change the mouse DPI setting from 200 DPI to 12 000 DPI. The objective of this

    experiment is to validate the effect of different mouse DPI to the hand movement

    distance required to move from one point to other point. In this experiment the hand

    movement distance to move from the centre of the screen to certain location is

    recorded in Table 4.1. Relationship between mouse hardware DPI and hand

    movement distance can be represented as; higher mouse DPI will decrease the hand

    distance required to move from one to another point, lower mouse DPI with lead to

    higher effort to move cursor from one to another point.

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    Table 4.1: Mouse DPI Vs Hand movement distance

    Mouse model: Logitech Proteus core G502

    Distance from centre of the screen (pixel)

    Mouse DPI 50 100 200 300

    1200 4 8 16 24

    1000 5 10 20 30

    800 6 12 24 36

    600 8 16 32 48

    400 12 24 48 72

    200 27 54 108 162

    Figure 4.1: Logitech G502 pointer setting application.

    Chart inFigure 4.2 illustrate the relationship between the mouse DPI and hand

    movement distance. Using the chart, we can conclude that user has to move his hand

    further to move from one point to other point when using a mouse with lower DPI for

    example to move 300 pixel on computer screen with 200 DPI mouse the user must

    move his hand for 162 mm, on the other hand the user only need to move 28 mm to

    move the same distance on screen with 1000 DPI mouse. Relationship between hand

    movement distance and cursor movement distance is govern by equation inFigure 4.3.

    This study show that mouse hardware DPI value will influence the hand movement

    distance to move cursor from one to another point.

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    Figure 4.2: Mouse DPI vs hand movement distance

    1200 = 0.081000 := 0.1800 := 0.12600 := 0.16400 := 0.24200 := 0.24Figure 4.3: Relationship between mouse DPI and hand movement distance

    4.2 Effect of single DPI mouse and multiple DPI mouse to hand movement

    distance

    This section will study the effect of single DPI and multi DPI mouse to the

    accuracy of hand movement distance calculation using JDS hand movement

    calculation tools. Objective of thi


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