A Machine Learning Approach for Predicting Upper Limb Motion Intentions with Multimodal Data in Virtual Reality
May 15, 2024 Β· Declared Dead Β· π ACM Conference on Health, Inference, and Learning
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Authors
Pavan Uttej Ravva, Pinar Kullu, Mohammad Fahim Abrar, Roghayeh Leila Barmaki
arXiv ID
2405.13023
Category
cs.HC: Human-Computer Interaction
Citations
1
Venue
ACM Conference on Health, Inference, and Learning
Last Checked
4 months ago
Abstract
Over the last decade, there has been significant progress in the field of interactive virtual rehabilitation. Physical therapy (PT) stands as a highly effective approach for enhancing physical impairments. However, patient motivation and progress tracking in rehabilitation outcomes remain a challenge. This work addresses the gap through a machine learning-based approach to objectively measure outcomes of the upper limb virtual therapy system in a user study with non-clinical participants. In this study, we use virtual reality to perform several tracing tasks while collecting motion and movement data using a KinArm robot and a custom-made wearable sleeve sensor. We introduce a two-step machine learning architecture to predict the motion intention of participants. The first step predicts reaching task segments to which the participant-marked points belonged using gaze, while the second step employs a Long Short-Term Memory (LSTM) model to predict directional movements based on resistance change values from the wearable sensor and the KinArm. We specifically propose to transpose our raw resistance data to the time-domain which significantly improves the accuracy of the models by 34.6%. To evaluate the effectiveness of our model, we compared different classification techniques with various data configurations. The results show that our proposed computational method is exceptional at predicting participant's actions with accuracy values of 96.72% for diamond reaching task, and 97.44% for circle reaching task, which demonstrates the great promise of using multimodal data, including eye-tracking and resistance change, to objectively measure the performance and intention in virtual rehabilitation settings.
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