Chien-Yen Chang

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Using video games in rehabilitation settings has the potential to provide patients with fun and motivating exercise tools. Within the Medical VR and MxR groups at the USC Institute for Creative Technologies, we have been leveraging the technology of the Microsoft Kinect 3D depth-sensing camera. Our Kinect-based rehabilitation game “JewelMine” consists of a(More)
The use of the commercial video games as rehabilitation tools, such as the Nintendo WiiFit, has recently gained much interest in the physical therapy arena. Motion tracking controllers such as the Nintendo Wiimote are not sensitive enough to accurately measure performance in all components of balance. Additionally, users can figure out how to "cheat"(More)
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)
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)
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)
Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility(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)
The use of commercial video games as rehabilitation tools, such as the Nintendo® Wii FitTM, 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)
The purpose of this paper is to develop rear-end collision warning thresholds with appropriate values of parameters for busses driving on freeways. Based on a bus-driving simulator, we design a simulation scenario of car following with emergency braking on freeways. Bus drivers working with a bus company are recruited to manipulate the simulation. The(More)