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العنوان
DEVELOPING VIRTUAL REALITY ENVIRONMENT TO FACILITATE REHABILITATION OF ADULTS POST-INJURIES
المؤلف
MAHA MOHY EL DIN KHALIL MAHMOUD
هيئة الاعداد
باحث / مها محي الدين خليل محمود
مشرف / خالد محمد أمين
مناقش / أحمد زاهر عفيفي
مناقش / خالد محمد أمين
عدد الصفحات
200P.
اللغة
الإنجليزية
الدرجة
ماجستير
التخصص
علوم الحاسب الآلي
تاريخ الإجازة
7/11/2023
مكان الإجازة
جامعة المنوفية - كلية الحاسبات والمعلومات - قسم تكنولوجيا المعلومات
الفهرس
Only 14 pages are availabe for public view

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from 91

Abstract

This work is divided into three approaches dedicated for upper limb rehabilitation; the first approach is a mobile Serious Game (SG), it depends on utilizing mobile phone Inertial Measurement Unit (IMU), specially the accelerometer to control the game. To validate and assess our system, we depended on three metrics: System Usability Scale (SUS) questionnaire, and a scale to measure the patient’s progress per session, Error rate. Three cases evaluated our game, two of them evaluated the prototypes and helped in enhancements through their comments. As a final evaluation, the third case evaluated our final game for twelve sessions, three sessions per week, with a progress rate of 1.7 ±0.38, and 3 ±0.9 cm for both anterior and lateral scales respectively, and the average score of the SUS questionnaire is 86.25 out of 100. The error rate decreased from 57.1% at the first session to 21.6% at the last session. The second approach is a marker- based system, four markers are evenly distributed in known positions, an object appears in a predefined sequence following the sequence pattern of Box and Block Test (BBT), which is a well-known test used in physiotherapy to assess the patient’s fine motor skills. The patient is demanded to reach the appearing object; after the case reaches it, the object moves to the next marker; this procedure is repeated thirty times. This system is tested by one healthy male, and a patient for six sessions, two sessions per week. Subsequently, in the final evaluation the feedback regarding usability was gathered in the form of SUS questionnaire, with a total average score of 82.5 out of 100. Furthermore, an ML- based game is designed to evaluate the effect of curriculum learning on player performance. This mobile game was tested with healthy subjects, and the evaluation proved that curriculum learning yielded better results in the cumulative reward than the original game, which means that implementing curriculum learning in rehabilitation games would help in player performance enhancement.