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App-Guided ICAROS Pro Training via SteamVR Tracking 2.0 and Zephyr BioHarness 3.0

Fast facts

  • Further publishers

    • Katharina Meiszl
    • Tobias Potthast
    • Tessa Schulten
    • Marc Silberbach
    • Daniel Wiswede
    • Pegah Abbassi
    • Laurin Hake
    • Vana Hussein
    • Lara Kuhlmann de Canaviri
    • Seyedeh Delaram Mirraziroudsari
    • Fabian Ratert
    • Yannik Warnecke
    • Raphael Brüngel
  • Publishment

    • 2023
  • Anthology

    App-Guided ICAROS Pro Training via SteamVR Tracking 2.0 and Zephyr BioHarness 3.0

  • Organizational unit

  • Subjects

    • Applied computer science
    • Computer science in general
  • Research fields

    • Medical Informatics (MI)
  • Publication format

    Conference paper

Quote

Meiszl, Katharina et al. 2023. App-Guided ICAROS Pro Training via SteamVR Tracking 2.0 and Zephyr BioHarness 3.0. 2023 IEEE 12th International Conference on Intelligent Data Acquisition and Advanced Computing Systems: Technology and Applications (IDAACS), 430-435. http://dx.doi.org/10.1109/idaacs58523.2023.10348820.

Content

Healthcare increasingly relies on advancing technology to refine traditional procedures. One example are training systems that extend analog training devices with tracking technology and vital sign monitoring. This enables assessment of a patient's physical status and progress in therapeutic and rehabilitative interventions. The paper at hand presents a feasibility study on development of such a system for app-guided body stability training and coordination evaluation, using low-cost tracking and monitoring solutions. It combines the ICAROS Pro training device with SteamVR Tracking 2.0 for back posture estimation, and Zephyr BioHarness 3.0 for pulse and respiration rates monitoring. An initial evaluation of the system's efficiency is presented, based on a training procedure created with help of a physiotherapist. For this purpose, a group of eight participants performed a series of three training sessions. The amount of recognized incorrect back postures served as progress indicator, with pulse and respiration rates as co-indicators. Results showed moderate improvements after the first session, and signs of deterioration after the second session. Observations are discussed, highlighting current limitations. It concludes that extension of analog training devices with cost-efficient tracking and basic vital sign sensors can enable measurable and reproducible execution, and make progress more comprehensible. It may further foster serious gaming approaches.

About the publication

Notes and references

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