Chien-Yen Chang

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—The use of Virtual Reality technology for developing tools for rehabilitation has attracted significant interest in the physical therapy arena. This paper presents a comparison of motion tracking performance between the low-cost Microsoft Kinect and the high fidelity OptiTrack optical system. Data is collected on six upper limb motor tasks that have been(More)
PURPOSE This paper details a brief history and rationale for the use of virtual reality (VR) technology for clinical research and intervention, and then focuses on game-based VR applications in the area of rehabilitation. An analysis of the match between rehabilitation task requirements and the assets available with VR technology is presented. KEY(More)
This paper presents a quantitative assessment solution for an upper extremities rehabilitative gaming application [1]. This assessment solution consists of a set of stand-alone hardware, including SmartGlove and Kinect, a depth capturing sensor made by Microsoft. SmartGlove is a specially designed motion and finger angle extraction device which is packaged(More)
Accurate motor function assessment of post-stroke patients plays a critical role in their rehabilitation interventions. In this paper, we propose an approach to use wearable inertial sensing technology to quantitatively evaluate the patients' motor behavior. Different from existing wearable motor function assessment techniques that focus on building mapping(More)
The use of commercial video games as rehabilitation tools, such as the Nintendo® Wii Fit™, has recently gained much interest in the physical therapy arena. However, physical rehabilitation requires accurate and appropriate tracking and feedback of performance, often not provided by existing commercial console devices or games. This paper describes the(More)
Over the last decade there has been growing recognition of the potential value of virtual reality and game technology for creating a new generation of tools for advancing rehabilitation, training and exercise activities. However, until recently the only way people could interact with digital games and virtual reality simulations, was by using relatively(More)
This study presents the conceptual design of an intersection bus-pedestrian collision warning system for bus drivers approaching an intersection. The basic parameters of the proposed design concept include the bus drivers' perception-reaction time, the emergency deceleration rate of the bus, and pedestrian walking speed. A bus driving simulation was(More)