Implementation of Open Source Applications “Serious Game” for Rehabilitation

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Implementation of Open Source Applications “Serious Game” for Rehabilitation Bachelor Thesis Implementation of Open Source applications “Serious Game” for Rehabilitation Author Jaime Herreros Díaz Tutor Alberto Jardón Huete October 2016 Implementation of Open Source applications “Serious Game” for Rehabilitation | Jaime Herreros Díaz i Implementation of Open Source applications “Serious Game” for Rehabilitation | Jaime Herreros Díaz TABLE OF CONTENTS TABLE OF CONTENTS ................................................................................. iii INDEX OF FIGURES ..................................................................................... v INDEX OF TABLES ...................................................................................... vii Abstract ................................................................................................... 1 1 Introduction ...................................................................................... 3 1.1 Background ................................................................................. 3 1.2 Motivation ................................................................................... 3 1.3 Objectives .................................................................................... 4 1.4 Structure ..................................................................................... 5 2 Target users ...................................................................................... 6 2.1 Stroke ........................................................................................... 6 2.1.1 Definition and classification ..................................................... 6 2.1.2 Causes ...................................................................................... 7 2.1.3 Risk factors .............................................................................. 8 2.1.4 Treatment ................................................................................ 8 2.1.5 Rehabilitation .......................................................................... 9 2.1.6 Outcome Measures in Stroke Rehabilitation .......................... 10 2.2 Virtual Reality in rehabilitation ........................................... 14 2.2.1 BRUTM (Balance Rehabilitation UnitTM) ................................... 14 2.2.2 BioTrak© ............................................................................... 16 3 Technologies .................................................................................... 17 3.1 Game Engines .......................................................................... 17 3.1.1 Unreal Engine 4 ...................................................................... 18 3.1.2 Unity ...................................................................................... 20 3.1.3 CryEngine ............................................................................... 22 3.2 Creation, modelling and animation of objects .................... 24 3.2.1 Blender .................................................................................. 24 3.2.2 MakeHuman .......................................................................... 25 ii Implementation of Open Source applications “Serious Game” for Rehabilitation | Jaime Herreros Díaz 3.3 Motion Capture devices .......................................................... 27 3.3.1 Kinect camera ........................................................................ 29 3.3.2 Sony PlayStation Eye .............................................................. 32 3.3.3 PrimeSense Sensor ................................................................ 33 4 Materials and Methods ................................................................. 36 4.1 Hardware .................................................................................. 36 4.1.1 Kinect v2 ................................................................................ 36 4.1.2 Computer ............................................................................... 39 4.2 Software ..................................................................................... 40 4.2.1 Unity ...................................................................................... 41 4.2.2 Blender and MakeHuman ...................................................... 48 5 Serious Games design and Results ............................................. 50 5.1 Serious Games features .......................................................... 50 5.2 Serious Games design basis ................................................... 50 5.2.1 First steps .............................................................................. 53 5.2.2 Game environment and avatar .............................................. 54 5.2.3 Acquiring and saving data ...................................................... 57 5.3 Developed Serious Games ...................................................... 58 5.3.1 Menu module ........................................................................ 59 5.3.2 The Reach Game .................................................................... 60 5.3.3 The Balance Game ................................................................. 63 6 Conclusions and Future Work ..................................................... 66 6.1 Conclusions ............................................................................... 66 6.2 Experiences and problems occurred during the project development ....................................................................................... 67 6.3 Future work .............................................................................. 68 References ............................................................................................. 69 Annex ..................................................................................................... 73 A.1 Work Hours Breakdown ......................................................... 73 A.2 Project budget ........................................................................... 74 iii Implementation of Open Source applications “Serious Game” for Rehabilitation | Jaime Herreros Díaz A.2.1 Personnel ................................................................................. 74 A.2.2 Equipment ................................................................................ 74 A.2.4 Estimation of total costs ........................................................... 75 A.3 GetJointPosition.cs .................................................................. 76 iv Implementation of Open Source applications “Serious Game” for Rehabilitation | Jaime Herreros Díaz INDEX OF FIGURES Figure 2.1: Stroke's Classification ............................................................... 7 Figure 2.2: Example using Fugl-Meyer Assesment-Upper Extremity with post stroke patients ................................................................................. 12 Figure 2.3: Virtual Reality Headset used for BRUTM .................................. 15 Figure 2.4: BRUTM workstation ................................................................. 16 Figure 2.5: BioTrak© workstation and software interface ........................ 16 Figure 3.1: Unreal engine 4 logotype ........................................................ 18 Figure 3.2: Image of the videogame Gears of War ................................... 19 Figure 3.3: Unity Logotype ....................................................................... 20 Figure 3.4: Game engine’s Global market participation ............................ 20 Figure 3.5: CryEngine logotype ................................................................. 22 Figure 3.6: Blender logotype .................................................................... 24 Figure 3.7: MakeHuman logotype ............................................................ 26 Figure 3.8: MakeHuman interface ............................................................ 26 Figure 3.9: Example of Marker based motion capture .............................. 27 Figure 3.10: Example of depth camera motion capture............................ 28 Figure 3.11: First-generation Kinect sensor (Xbox 360) ............................ 29 Figure 3.12: Kinect sensor components .................................................... 30 Figure 3.13 Depth image creation ............................................................ 31 Figure 3.14: PlayStation Eye device .......................................................... 32 Figure 3.15: Eye petTM for PlayStation Eye ................................................ 33 Figure 3.16: PrimeSense sensor Carmine 1.08 .......................................... 33 Figure 3.17: PrimeSense Sensor workflow ............................................... 34 Figure 4.1: Kinect sensor v2 ...................................................................... 36 Figure 4.2: Xbox Kinect adapter ................................................................ 38 Figure 4.3: MSI GT72 2QE DOMINATOR PRO ............................................ 40 Figure 4.4: Unity User Interface ................................................................ 41 Figure 4.5: Project Window ...................................................................... 42 Figure 4.6: Scene view .............................................................................. 42 Figure 4.7: Game view .............................................................................. 43 Figure 4.8: Hierarchy window ................................................................... 44 Figure 4.9: Inspector window ..................................................................
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