Development of a Virtual Reality-Based Environment for Telerehabilitation
Abstract
:1. Introduction
2. Materials and Methods
2.1. The Telerehabilitation Robotic System
2.2. The Main User Console
2.2.1. The Multimodal Control Architecture
2.2.2. Software Application Development
Software Analysis
- Eighteen use cases detailing the functionalities of the software application: twelve associated with the application implemented in the C# programming language and six related to the VR application;
- Three actors: the human user (physical therapist), the controllers, and the control software of the robotic rehabilitation structure;
- Eleven association relationships between actors and use cases;
- Three dependency relationships between use cases.
- The ExercisesGUI class allows the therapist to interact with the application’s GUI and is derived from the Form class in the System.Windows.Forms package;
- The HistoryGUI class enables the therapist to monitor the patient’s progress and is also derived from the Form class in the System.Windows.Forms package;
- The RobotGUI class facilitates interaction with the robotic structure control software and is derived from the Form class in the System.Windows.Forms package;
- The RobotConn class establishes connections between the C# application and the robotic structure control software;
- The UnityConn class manages connections between the C# graphical interface and the VR component implemented in Unity;
- The C#MainFile class represents the core class of the C# application, consisting of objects from the ExercisesGUI, HistoryGUI, RobotGUI, RobotConn, and UnityConn classes, according to the composition relationships in the diagram.
User Interface
- To initiate the connection between the user interface and the VR application using the TCP/IP protocol, the therapist must press the “Connect” button, which has a blue background. Once the connection is established, the button’s background turns red, and the text changes to “Disconnect” (Figure 8 (1)).
- Data transfer between the user interface and the VR application begins only after the “Start” button is pressed, at which point the button’s background color turns from blue to red, and the text changes from “Start” to “Stop” (Figure 8 (1)).
- To command the parallel robot to perform different types of rehabilitation exercises, the following commands are used:The parallel robotic system allows the performance of 5 types of rehabilitation exercises (HipAbduction, Dorsiflexion, Inversion, HipFlexion, KneeFlexion). For each exercise, the therapist can set parameters such as amplitude, speed, and number of repetitions. After configuring the necessary settings, the therapist selects the desired type of exercise by pressing the corresponding button (Figure 8 (2)). Once the desired exercise button is pressed, it is added to a list (Figure 8 (3)) along with the order of the exercise, the execution amplitude, the speed, and the number of repetitions. After selecting and adding the rehabilitation exercises to the list, the therapist can save them for future use or load them into the list (Figure 8 (4)).
- To initiate the rehabilitation exercises, the therapist must press the “Start exercises” button (Figure 8 (5)). At this point, the robotic rehabilitation structure begins performing the selected rehabilitation exercises for the patient, and the elapsed time for each individual exercise is also displayed.
- An EMG (electromyography) sensor is used during patient monitoring to track muscle activity in rehabilitation exercises. This sensor measures the electrical signals (Figure 8 (6)) generated by muscles when they are activated. Increased muscle activity can indicate improvements in muscle strength and function.
- The therapist can demonstrate to the patient the types of exercises that the parallel robotic rehabilitation system can perform using two controllers (Figure 8 (7)).
- To close the user interface, the “Exit” button (Figure 8 (8)) must be pressed.
- Connect button—establishes a connection between the C# application and the control computer of the experimental rehabilitation robot.
- Homing button—initializes the servomotors on the experimental robotic structure when pressed.
- Start button—by pressing this button, the experimental robotic system will start performing the rehabilitation exercises.
- Emergency STOP—an emergency button that cuts the power supply to the experimental robotic system.
- To delete the session data from the file, the “Delete values” button (Figure 10 (4)) must be pressed.
2.2.3. Using the VR Environment for the LegUp Robotic System
- To handle complex graphics and rendering tasks, Unity uses the Universal Render Pipeline (URP) or High Definition Render Pipeline (HDRP), ensuring high-quality images in VR.
- For realistic physical simulations and collision detection, essential in interactive VR environments, algorithms such as PhysX are used.
- The A* (A-star) algorithm is frequently used for path identification in 3D spaces, facilitating the navigation of characters or objects in the VR environment.
- The implementation of spatial audio algorithms ensures that sound sources are perceived as coming from precise locations in 3D space, thus enhancing immersion.
3. Results and Discussion
- HipAbduction—performed using the joystick (X axis) on the controller held in the right hand (Figure 11b (1));
- HipFlexion—performed using the joystick (Y axis) on the controller held in the right hand (Figure 11b (1));
- KneeFlexion—executed using two buttons located on the controller held in the right hand (Figure 11b (2)).
- Ankle Dorsiflexion—executed using the joystick (X axis) on the controller held in the left hand (Figure 11b (3));
- Ankle Inversion—executed using the joystick (Y axis) on the controller held in the left hand (Figure 11b (3));
4. Summary and Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Covaciu, F.; Vaida, C.; Gherman, B.; Pisla, A.; Tucan, P.; Pisla, D. Development of a Virtual Reality-Based Environment for Telerehabilitation. Appl. Sci. 2024, 14, 12022. https://doi.org/10.3390/app142412022
Covaciu F, Vaida C, Gherman B, Pisla A, Tucan P, Pisla D. Development of a Virtual Reality-Based Environment for Telerehabilitation. Applied Sciences. 2024; 14(24):12022. https://doi.org/10.3390/app142412022
Chicago/Turabian StyleCovaciu, Florin, Calin Vaida, Bogdan Gherman, Adrian Pisla, Paul Tucan, and Doina Pisla. 2024. "Development of a Virtual Reality-Based Environment for Telerehabilitation" Applied Sciences 14, no. 24: 12022. https://doi.org/10.3390/app142412022
APA StyleCovaciu, F., Vaida, C., Gherman, B., Pisla, A., Tucan, P., & Pisla, D. (2024). Development of a Virtual Reality-Based Environment for Telerehabilitation. Applied Sciences, 14(24), 12022. https://doi.org/10.3390/app142412022