<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Virtual Reality System for Upper Limb assessment and training Edwin Saavedra Parisaca 1, Solansh Montoya1 , Elizabeth Vidal1 and Sergio Albiol-Pérez 2</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Universidad Nacional de San Austím de Arequipa</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Av. Venezuela s/n</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Arequipa</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Universdad de Zaragoza</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Teruel</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Spain</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>In this study, we present a virtual reality system for upper limb rehabilitation inspired in the Box and Block Test of Manual Dexterity. The system is designed to recover gross and fine disorders in upper extremities. To evaluate our system, ten children trained with the system. The system captured time of completion of grasping and moving each element. Outcomes indicates that is is possible to track the progression of each subject with quantitative data. In a near future, we will test our system in children with rare diseases that difficulty mobility in upper extremities.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Virtual Rehabilitation</kwd>
        <kwd>rehabilitation</kwd>
        <kwd>therapy</kwd>
        <kwd>fine motor</kwd>
        <kwd>Leap Motion</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The main goal of physical rehabilitation is to help people to return to the functional performance of
everyday activities by recovering lost motor skills. To do so, medical specialists seek to promote motor
learning, defined as "a set of internal processes associated with practice or experience that lead to
relatively permanent changes in the capacity of a motor skill." [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Virtual rehabilitation combined with
traditional rehabilitation methods, can be very promising in motor rehabilitation to accelerate the patient
recovery and integrate them to their daily activities [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Virtual rehabilitation must consider four fundamental variables of motor learning: observational
learning, practice, augmented feedback and motivation [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]: (a) Observational learning refers to the
possibility that users can see their image interacting with virtual objects in the virtual environment (b)
Practice refers to the quantity, specificity and participation in meaningful tasks. Ecologically valid
virtual environments improve the specificity of the practice task and train movements that are identical
to those required in real-life tasks. Likewise, they must allow options to individualize at different levels
of challenge; (c) Augmented feedback refers to accurate and consistent auditory, visual, or tactile
awareness of performance awareness of positive motivational feedback; and (d) Motivation, which
refers to the novelty of virtual reality technology, game functions, goal-oriented tasks, among others.
      </p>
      <p>
        Virtual rehabilitation requires high-intensity, repetitive and task-specific training [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Likewise, by
having a device that captures the time of completion of movements of the hands, it is possible to
calculate the time of task completion and evaluate the progress at each session. This data would allow
the gradual control and evaluation of the exercises, and the health professional can determine the
quantity of movement performed quantitatively with an objective
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        Literature shows that Leap Motion can be used to meet specific needs of for four specific
psychological domains such as: autism spectrum disorder, attention-deficit/hyperactivity disorder,
dementia, and mild cognitive impairment [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Also there are studies that show favorable results after
using the Leap Motion based system in the improvement of upper limb functionality in people with
stroke [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Postolache et al. [6] developed a game where the patient takes colored cubes and puts them
in a basket, the game is flexible in the sense of identifying the working hand (right or left) and whether
it is a man or a woman who plays (to suit the style of the hand). The main focus of the article is on
usability validation. De Oliveira et al. [7] combined the use of the Leap Motion device with the
“MinWave” electroencephalographic sensor to create a virtual therapeutic play environment that was
reviewed with good results by 8 clinical experts in cerebral palsy in an occupational therapy program
The results of the study showed Leap Motion as a promising alternative tool for the rehabilitation of
children with cerebral palsy. Fluet et al. [8] present a home-based virtual rehabilitation system
implemented for people who suffered a stroke. They implemented 12 games grouped into 3 categories:
Arm, Wrist and Hand. Results showed adherence to home exercise programs Subjects demonstrated
improvements in upper extremity function and intrinsic motivation. Furmanek et al. [9] investigated
whether hand-object interactions without haptic devices in a virtual environment may differ from those
performed in the physical environment. The authors established the correlation structure between the
carrying and grasping components remains similar if a reaching-to-grasp movement is performed in a
physical environment and in a virtual environment. The results obtained were high correlations between
the opening and the transport speed profiles between both environments, as well as similar trajectories
of individual markers (index finger, thumb and wrist). From the literature review, we can see the
acceptance of the use of Leap Motion, its proven accuracy to capture certain movements and its
effectiveness on physical therapies.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Methods</title>
    </sec>
    <sec id="sec-4">
      <title>3.1. Foundation</title>
      <p>Based on the International Classification of Functioning, Disability and Health (ICF) [10] from the
World Health Organization we focus on Fine hand use (d440), that refers to performing the coordinated
actions of handling objects, picking up, manipulating and releasing them using one's hand, fingers and
thumb. The choice of the exercises and the validation of the functionality requirements were carried out
by two specialists in physical therapy and a pediatric neurologist.
3.2.</p>
    </sec>
    <sec id="sec-5">
      <title>Optical Device</title>
      <p>The system addresses a 2D rehabilitation environment that controls the execution of movements in the
upper limbs through the Leap Motion Controller (LMC) device. LMC is an optical device without
markers, with sub-millimeter precision, oriented to gestural movement control. It detects movements
made with the hands, fingers and even objects that are around its field of vision. LMC allows gesture
and position tracking for use in realistic stereo 3D interaction systems especially concerning direct
selection of stereoscopically displayed objects [11]. LMC is a small, rectangular device (13 mm × 13
mm × 76 mm) that weights 45 g. LMC consists of three IR (wavelengths 850 nm emitters) and two
IR cameras. It’s dual platform (Macintosh/Windows), connects to a computer via USB 3.0 connection.
It has a full-functioning SDK that allow to rebuild the 3D scene and track the positions of the hands and
fingers. The supports a variety of programming languages, such as C++, Python, Unity, Unreal [12].
The effective range of the controller extends from approximately 25–600 mm above the device [6].</p>
    </sec>
    <sec id="sec-6">
      <title>The Pizza Game</title>
      <p>The system was designed taking into account the characteristics of motor learning: observational
learning, feedback, motivation and practice. The objective of the system is to prepare a pizza with two
ingredients (cheese and meet). The user must pick up the ingredient and brought it to the pizza, one by
one. For each ingredient placed, a point will be added. There is a special sound whether there is a hit or
a miss. Given that each subject would have a different condition, the system will be adapted to the
different needs of the patient. The system allows to configure the hand to use (left or right hand) and
allows to configure the number of ingredients that are displayed (Figure 1).</p>
      <p>The system's architecture has four layers. The first two layers have the purpose of "motion capture"
and integrate the SDK of the LMC and its respective drivers. LMC was integrated with the Ultra Leap
Unity Packages plugin and Ultra Leap Hand tracking software (V5.2+). The third layer consider three
modules for interaction. 1) Service Provider, for referring the position of the virtual hands; 2) Physic
Engine, it gives physical and cinematic properties to the game objects, 3) Animator Component: gives
the construction of virtual hands in avatar format. Third layer also has UNITY scripts that serve as a
listener, sound manager, game logic management and data storage. Finally, in the last layer we have
the database. Also, to develop a realistic environment, the display screen was placed along a table to
represent a kitchen environment (Figure 2).</p>
      <p>A simple structure with aluminum bars was designed and built to position the LMC (Figure 3). After
several tests, the result was that the LMC should be located 80 cm above the display screen.
3.4.</p>
    </sec>
    <sec id="sec-7">
      <title>Participants and Instrument.</title>
      <p>The participants were composed of children ranging from 9 to 13 year-old (six girls and four boys, with
a mean age of 11±1.56). We evaluate the completion time for each element, the global completion time
and the assessment. The inclusion criteria are the following: 1) without cognitive deficits; 2) without
motor disorders; 3) with previous experience with Virtual Environments (VE); and 3) no knowledge in
Computer Graphics or two-dimensional rehabilitation video games. Informed consents and assets were
obtained from the parents or guardians with the agreement to participate in the research. The study was
approved by the ethical committee and accomplished the ethical standards of the Declaration of Helsinki
(DoH). The study was performed at the Center for Research, Technology Transfer and Software
Development in a public university. Before the beginning of the sessions, the researcher explained the
instructions to perform the exercise correctly. During the session the participant must try to place all 20
elements on the pizza. The system captures the interaction process with each element: the time it takes
to pick it up, the number of failures and, the time it takes to leave it on the pizza.</p>
    </sec>
    <sec id="sec-8">
      <title>4. Results and Discussion</title>
      <p>The outcomes obtained in this study showed that it is possible to capture the time of completion of
grasping objects and moving objects. Having a record of this type would allow the medical specialist
to see the progress quantitatively in terms of functionality in each session and to be able to make the
necessary adjustments in terms of the amount of practice required. Our proposal is intended to be a
complementary tool for physical rehabilitation. Our work was inspired by the Box and Block Test of
Manual Dexterity [14], where subjects are asked to move as many blocks from one side of a box to
another within one minute. The main difference with the test is that we focus on completing the
movements without time pressure and we seek to analyze the improvement in each movement.</p>
      <p>There are previous experiences with the use of Leap Motion for fine motor rehabilitation therapies.
The work of Postolache et al. [6] evaluates the usability of the game which focuses on the messages on
the screen, its location, the ease of follow-up, among other things. Fluet et al. [8] present a home-based
virtual rehabilitation system oriented to arm, wrist and hand where results showed adherence to home
exercise. Furmanek et al. [9] established the correlation structure between the carrying and grasping
components remains similar if a reaching-to-grasp movement is performed in a physical environment
and in a virtual environment. Although our work is also oriented to motor hand rehabilitation our
proposal focuses on describing the game as an training tool.</p>
    </sec>
    <sec id="sec-9">
      <title>5. Conclusions</title>
      <p>This work showed a virtual reality as a support for upper limb motor rehabilitation in children. The
development had the constant advice of medical specialists in physical therapy who identified the
activities that needed to be promoted according to the ICF international classification. The development
considered the required attributes of virtual rehabilitation systems for therapies: observational learning,
feedback, repetition and motivation. With respect to other immersive-type systems, Leap Motion has
the advantage that it does not cause discomfort in addition to its characteristics that there is no physical
contact with the skin, which is an advantage when it comes to of children The limitations of the study
are given by the limited number of people who tested the system. As future work we will carry out the
validation with the children, expanding the sample.</p>
    </sec>
    <sec id="sec-10">
      <title>6. Acknowledgements</title>
      <p>This contribution was funded by the Universidad Nacional de San Agustin de Arequipa under the
contract IB-42-2020-UNSA- project “Virtual Rehabilitation System (VR) for motor and cognitive
improvement in children with Epileptic Encephalopathy. CEPIVIRT.” The authors thank the Clínica
San Juan de Dios de Arequipa and its specialists in the area of physical therapy, physical rehabilitation
and pediatric neurology.
7. References
Review”. Journal of stroke and cerebrovascular diseases : the official journal of National Stroke
Association, 31(1), 106174, 2021.
[6] G. Postolache, F. Carry, F. Lourenço, D. Ferreira, R. Oliveira, P. S. Girão, O. Postolache. “Serious
Games Based on Kinect and Leap Motion Controller for Upper Limbs Physical Rehabilitation”. In
Modern Sensing Technologies, 147-177, Springer, Cham, 2019.
[7] J. M. Oliveira, R. C. Fernandes, C. S. Pinto, P. R. Pinheiro, S. Ribeiro, V. H. de Albuquerque.
“Novel Virtual Environment for Alternative Treatment of Children with Cerebral
Palsy”. Computational intelligence and neuroscience, 2016.
[8 ]G. G. Fluet, Q. Qiu, J. Patel, A. Cronce, A. S. Merians, S. V. Adamovich. “Autonomous Use of
the Home Virtual Rehabilitation System: A Feasibility and Pilot Study”. Games for health
journal, 8(6), 432–438, 2019. https://doi.org/10.1089/g4h.2019.0012
[9] M. P. Furmanek, L. F. Schettino, M. Yarossi, S. Kirkman, S. V. Adamovich, E. Tunik.
“Coordination of reach-to-grasp in physical and haptic-free virtual environments”. Journal of
neuroengineering and rehabilitation, 16(1), 1-14, 2019.
[10] World Health Organization.. International Classification of Functioning, Disability, and Health:</p>
      <p>Children &amp; Youth Version: ICF-CY. World Health Organization, 2007.
[11] F. Weichert, D. Bachmann, B. Rudak, D. Fisseler. “Analysis of the accuracy and robustness of the
leap motion controller”. Sensors, 13(5), 6380-6393, 2013.
[12] LeapMotion,https://www.leapmotion.com/  
[13] V. Mathiowetz, S. Federman, D.Wiemer,. Box and block test of manual dexterity: norms for 6–19
year olds. Canadian Journal of Occupational Therapy, 52(5), 241-245, 1985.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>R. A.</given-names>
            <surname>Schmidt</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T. D.</given-names>
            <surname>Lee</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Winstein</surname>
          </string-name>
          , G. Wulf,
          <string-name>
            <given-names>H. N.</given-names>
            <surname>Zelaznik</surname>
          </string-name>
          , “
          <article-title>Motor control and learning: A behavioral emphasis”</article-title>
          .
          <source>Human kinetics</source>
          ,
          <year>2018</year>
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>M. K</given-names>
            <surname>Holden</surname>
          </string-name>
          .
          <article-title>“Virtual environments for motor rehabilitation”</article-title>
          .
          <source>Cyberpsychology &amp; behavior, 8</source>
          (
          <issue>3</issue>
          ),
          <fpage>187</fpage>
          -
          <lpage>211</lpage>
          ,
          <year>2005</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>D. E.</given-names>
            <surname>Levac</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            <surname>Sveistrup</surname>
          </string-name>
          . “
          <article-title>Motor learning and virtual reality”</article-title>
          .
          <source>In Virtual reality for physical and motor rehabilitation</source>
          ,
          <fpage>25</fpage>
          -
          <lpage>46</lpage>
          , Springer, New York, NY,
          <year>2014</year>
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>G.</given-names>
            <surname>Colombini</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Duradoni</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Carpi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Vagnoli</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Guazzini</surname>
          </string-name>
          . “
          <article-title>LEAP Motion Technology and Psychology: A Mini-Review on Hand Movements Sensing for Neurodevelopmental and Neurocognitive Disorders”</article-title>
          .
          <source>International journal of environmental research and public health</source>
          ,
          <volume>18</volume>
          (
          <issue>8</issue>
          ),
          <fpage>4006</fpage>
          ,
          <year>2021</year>
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>A.</given-names>
            <surname>Aguilera-Rubio</surname>
          </string-name>
          ,
          <string-name>
            <given-names>I. M.</given-names>
            <surname>Alguacil-Diego</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Mallo-López</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Cuesta-Gómez</surname>
          </string-name>
          . “
          <article-title>Use of the Leap Motion Controller® System in the Rehabilitation of the Upper Limb in Stroke</article-title>
          . A Systematic
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>