Shared Virtual Environments for Telerehabilitation

Shared Virtual Environments for Telerehabilitation
Proceedings of Medicine Meets Virtual Reality 2002 Conference, IOS Press Newport Beach CA,
pp. 362-368, January 23-26 2002
Shared Virtual Environments for
Telerehabilitation
George V. Popescu1, Grigore Burdea and Rares Boian
Center for Advanced Information Processing,
Rutgers University, Piscataway, N.J. 08854, USA.
http://www.caip.rutgers.edu/vrlab
Abstract.
Current VR telerehabilitation systems use offline remote monitoring from the clinic
and patient-therapist videoconferencing. Such “store and forward” and video-based
systems cannot implement medical services involving patient therapist direct
interaction. Real-time telerehabilitation applications (including remote therapy) can
be developed using a shared Virtual Environment (VE) architecture. We developed
a two-user shared VE for hand telerehabilitation. Each site has a telerehabilitation
workstation with a videocamera and a Rutgers Master II (RMII) force feedback
glove. Each user can control a virtual hand and interact hapticly with virtual
objects. Simulated physical interactions between therapist and patient are
implemented using hand force feedback. The therapist’s graphic interface contains
several virtual panels, which allow control over the rehabilitation process. These
controls start a videoconferencing session, collect patient data, or apply therapy.
Several experimental telerehabilitation scenarios were successfully tested on a
LAN. A Web-based approach to “real-time” patient telemonitoring - the
monitoring portal for hand telerehabilitation – was also developed. The therapist
interface is implemented as a Java3D applet that monitors patient hand movement.
The monitoring portal gives real-time performance on off-the-shelf desktop
workstations.
1. Introduction
Recent research investigates Virtual Environments use for home-based orthopedic
rehabilitation [2,3,4,7]. Haptics increase patient immersion and participation and could
potentially lead to faster recovery. Several networking solutions were proposed for homebased telerehabilitation [6,7,9]. These systems use a “store and forward” architecture for
data collection and videoconferencing for patient-therapist interaction.
The VR-based telerehabilitation architecture presented in [7] is the reference point
for our current work. The architecture supports offline interaction between therapist and a
VR-enabled patient site. The telerehabilitation system contains a PC workstation, a novel
Multipurpose Haptic Control Interface, the Rutgers Master II (RMII) force feedback glove,
and videoconferencing hardware. The Client/Server software architecture implements a
1
Currently with IBM T.J. Watson Research Center
“store and forward” type of system. The Client (patient home) runs VR simulations and
collects real-time patient data. The Server (clinic site) stores patient medical records and
runs data analysis and visualization software. Pilot clinical trials were performed in 1999 at
Stanford Medical School (client site), with rehabilitation progress being monitored remotely
from Rutgers University (Server site) [2].
The “store and forward” system described above is insufficient for implementing
telerehabilitation services involving patient-therapist direct interaction. Shared Virtual
Environments technology can be used to implement real-time interactions between physician
and patient. This technology would require high-speed, low-latency communication
networks in addition to advance human-machine interfaces. Currently such network
infrastructure (e.g. Internet 2 [5]) is only available for research prototyping. In the future,
these networks along with broadband consumer access (DSL, cable modem) will have the
potential of supporting real-time telemedicine services.
This paper proposes a shared Virtual Environment telerehabilitation architecture.
Simulated physical interactions between therapist and patient are implemented using force
feedback. Data transmitted between the two sites includes audio, video, images, scene graph
information, force, and control commands. The shared VE telerehabilitation system is
presented in Section 2. Section 3 describes several “real-time” hand telerehabilitation
experiments implemented on the shared VE platform. A Web-based approach to “real-time”
patient telemonitoring - the monitoring portal - is presented in Section 4. Section 5
concludes this paper.
2. The Shared VE Telerehabilitation System
The shared VE telerehabilitation system is a software platform for real-time patient-therapist
interactions. Its two sites are each equipped with a workstation, a video camera and an
RMII force feedback glove [1]. The VE allow user control of virtual hands and haptic
interaction with virtual objects. The shared VE uses a replicated database of virtual objects.
All static content (3D objects, textures, sounds, etc.) is stored locally at each site. Therefore
only dynamic updates (3D positions and rotation angles) are transmitted during the
simulation. Additional data transmitted between the two sites include audio, video, forces,
images, graphs and control commands.
Hand positions and finger joint angles are continuously sent over the network from
each site, in order to animate the corresponding remote hand. Additionally, the forces
displayed to the patient’s hand are sent over the network to the clinic site. This information
is used to display at both sites force and effort - calculated as an integral of forces displayed
at patient’s hand - visual feedback. Simulated physical interactions between therapist and
patient are implemented using hand force feedback. This is achieved by replicating on the
remote user the forces felt by the local user. Force data read from a local haptic glove is sent
over the network and displayed on the remote glove.
Another component of the shared VE telerehabilitation system is the
videoconferencing window. CuSeeMe videoconferencing software [12] is installed at the
clinic and patient sites and runs as a separate program. The VE contains graphic elements
(push buttons) which allow either the therapist or the patient to open a video consultation
channel.
The architecture of the shared VE telerehabilitation system is presented in Fig. 1 [8].
The application was developed using WorldToolKit [10] graphics library. In addition to the
graphics loop, separate threads run the database update, force feedback loop and the
network communication loop. Both sites include an application controller, which
implements the control logic of the simulation. Patient force and motion data are
continuously available at the therapist site and can be stored on demand in the clinical
database. The haptic thread displays the interaction forces on the RMII glove. The network
protocol threads are responsible for formatting/parsing the messages and sending them to
the remote site at specified update rates. The position and patient force data are sent at the
graphics frame rate speed. The forces can be sent at either graphics or haptics thread update
rates, depending on the application control mode.
Figure 1: The Shared Virtual Environment Telerehabilitation System [8]. © 2001 Rutgers University.
2.1 The Shared Virtual Rehabilitation Room
The Shared Virtual Rehabilitation Room (SVRR) is a VE application implementing the
above telerehabilitation architecture (Fig. 2). The environment contains virtual displays, user
hands (local and remote) and control panels. The virtual displays are used to visualize the
force and effort exerted by the patient’s hand. Each VE shows two virtual hands, one
controlled by the local user and the other one controlled by the remote user. At each site,
the remote hand is displayed in transparent blue (50% transparency), so that it doesn’t
obstruct the local user view of the 3D buttons. The transparency is also an intuitive way to
identify the remote objects.
In addition to the shared objects, the SVRR contains customized control elements:
master control panels at the therapist site and a slave panel at the patient site. The master
system virtual panels allow the therapist to control the rehabilitation process. The therapist
can start a videoconferencing session (“consult” panel), collect patient data (“diagnosis”
panel) or apply therapy (“therapy” panel). The “consult” panel allows the therapist or the
patient to start the videoconferencing window by pushing the on/off button on the wall. The
“diagnosis” panel has two buttons: one for measuring finger joint angles and the other for
measuring the maximum forces exerted by the patient’s hand. The “therapy” panel has a
single entry. When this is activated, the therapist can send a control command at the patient
site to indicate the force level. Possible options are: “no forces”; “constant” - set constant
level forces; “spring” - set forces proportional with finger displacement; “replicated” – send
the target forces applied to therapist hand to be replicated at the patient site.
In addition to these panels, a “graphic board” switch is used to display a virtual
whiteboard. The whiteboard can display a sequence of images, similar to a slide projector.
The images - representing X-ray, patient reports, graphs, drawings, etc. - are displayed as
textures mapped on the whiteboard.
The slave panel at the patient site has limited interaction modalities, its primary task
being to feedback force and visual information. The forces rendered here are either the
result of patient’s hand interaction or commanded by the therapist from the remote site. The
only control items in the Virtual Environment are the “consult” and whiteboard switches.
These allow the patient to start a videoconsultation session and to select the desired image
to be displayed on the whiteboard.
Figure 2: The Shared Virtual Rehabilitation Room (clinic site) [8]. © 2001 Rutgers University.
2.2 Application Control Logic
The session control diagram of the clinic site applications is shown in Fig. 3. A similar state
machine is used to control the client application [8]. Synchronization of the two sites is
based on a command protocol, which sets the application state in one of several modes:
diagnosis, therapy, graphic board and neutral.
Figure 3: SVRR Session Management and Communication Diagram - Clinic site.[8]
The diagnosis mode allows patient force and range measurements. The therapy
mode sends finger forces from the therapist site to the patient site similarly to a robotics
telemanipulation application. Since these forces are used as targets for force feedback
control the transmission rate should match the force feedback loop update rate (about 200
updates per second for the RMII glove [1]). Therefore when this mode is selected, the
applications start an additional network thread, which runs at the above-mentioned speed. In
graphic board mode images are sent remotely from clinic site for display on the patient’s
whiteboard.
The shared VE application described above uses a custom communication protocol.
There are five types of message: angles, positions, forces, images and commands. The
packet format of the network protocol is <tag, data, length>. The tag is used to identify the
message type. Each type of message is parsed and processed differently by the network
protocol thread (e.g. when tag=NET_ANGLES the data package contains 20 hand joint
angles). The command messages used for session management synchronize the application
modes between the two shared-VE sites. Thus when the therapist site changes to replicated
force mode, the patient site is switched to the same mode. Table 1 shows the message
formats used by the protocol.
Table 1: SVRR message formats
Tag
NET_ANGLES
NET_POSITION
NET_FORCES
NET_IMAGE
NET_COMMAND
Message type
Hand Joint Angles
Hand Position
Finger Forces
Image
Command
Bytes
80
24
16
Variable
1
3. Shared Virtual Rehabilitation Room Experiments
The SVRR application was tested on a LAN at the Center for Advanced Information
Processing, Rutgers University. Two PCs with high performance graphics cards,
videoconferencing capabilities and RMII haptic interfaces were used in the experiment. The
shared VE contains about 8000 Gouraud shaded polygons. The two systems had different
processing power, and therefore ran the graphic and network loops at different speeds. In
order to prevent the overflow of the slower computer, the graphic and network update rate
was limited to 20 fps at both sites. Patient force data were logged in the clinical database
during the tests. Force data were sampled one time per graphic frame. This experimental
setup was used for several telerehabilitation experiments:
a) Teletherapy: The teletherapy experiment allows the therapist to control the
patient’s hand movements. The force control method using replicated forces from clinic site
was used to control the forces applied to the patient’s hand (position control can also be
implemented). This method was used to implement a standard hand rehabilitation exercise:
finger stretching. In this exercise the therapist is virtually molding the patient’s hand. The
current RMII glove could only be used to open up patient’s hand, as it provides one degree
of force feedback per finger (opening the hand). In addition to replicated forces, spring and
constant forces of different intensities were applied to patient’s hand.
b) Telediagnosis: The SVRR allows the therapist to collect data from the patient
during a real-time session. The videoconference application allows the therapist to give
instructions to the patient (“open hand”, “close hand”, “grasp”, etc.) and asks the patient to
execute standard tests for evaluation purposes. The therapist measures joint angles, finger
mobility, maximum force, and hand range of motion, which are automatically entered in the
clinical database.
c) Telemonitoring: The therapist monitors patient hand movement, forces and
mechanical effort applied by the patient’s hand. Since both virtual hands (local and remote)
are displayed in the shared virtual environment, the therapist can observe unusual hand
movements and incorrect routine execution. The graphic panels mounted on the walls of
SVRR provide force and effort information feedback.
To characterize SVRR traffic requirements, several network traffic sessions were
recorded. As expected, the network traffic (in a LAN) produced during therapy and
diagnosis modes is almost constant. The application uses only 45 Kbps on average in these
modes. Switching to graphic board mode creates bursty traffic. An average bandwidth of
1.2 Mbps was needed in order to transmit high quality images during a graphic frame (the
image transmission interval can be set higher in order to accommodate lower bandwidth).
Videoconferencing creates network traffic of about 300 Kbps, depending on the quality
(size, compression) of the transmitted video. The critical parameter for force replication is
the network round trip time (RTT). Haptic data requires a maximum time delay of less than
100 ms for stable control. This requirement is easily met in a LAN setup (RTT in the order
of couple of milliseconds), but can also be satisfied by Internet2 connections (measured
RTT for Rutgers-Stanford connection is about 80 ms).
4. Web-based telemonitoring portal
A web-based telemonitoring portal was implemented as an extension of the shared VE
telerehabilitation platform. The portal running at the clinic site allows telemonitoring of hand
motion and patient data collection. The patient site runs several VR rehabilitation exercises
[7]. The data flow in this case is unidirectional (from patient to clinic). The server
application at the clinic receives sets of sensor data and exercise monitoring parameters.
Similarly to the architecture presented in Fig. 1 the server continuously samples and stores
patient data in the clinical database.
The web-portal is implemented as a Java3D [11] applet that displays a virtual hand
model controlled by the data read from the monitoring server (Fig. 4). A simplified virtual
hand model was chosen over a more realistic one to make the finger angles more obvious.
Also, the simplified model contains fewer polygons, which is important for the performance
of Java3D applets running in a browser. The monitored patient could be easily chosen from
a select list in the applet window.
Figure 4: Web monitoring applet. © 2001 Rutgers University.
The main advantage brought by the web-based monitoring portal is the flexibility
offered to the therapist. Any computer with Internet access can serve as monitoring station.
The therapist can also monitor multiple patients simultaneously by either switching between
them in one applet window or by opening a separate window for each.
To test the performance of the web monitor we used three computers with T1
Internet connection. The location of the monitoring server was in New Brunswick, New
Jersey. The client workstations were located in Newark New Jersey. The results obtained
are presented in Table 2.
Table 2 - Monitoring applet performance
Computer
PentiumII 400MHz, 256MB RAM
PentiumII 700MHz, 256 MB RAM
Dual PentiumIII 833MHz, 256 MB RAM
Frame Rate
6 fps
13 fps
27 fps
5. Conclusions
A shared VE telerehabilitation system was designed to support real-time communication and
remote interaction between patient and therapist. Each site has a telerehabilitation
workstation with a videocamera and an RMII force feedback glove. Both users can control
a virtual hand and interact hapticly with virtual objects. The shared sense of space and
presence allow patient-therapist interactions mediated by haptic devices. The system allows
the therapist to apply remote physical therapy and collect patient data. Several experimental
telerehabilitation scenarios were successfully tested in a LAN.
A Web-based approach to “real-time” patient telemonitoring - the monitoring portal
for hand telerehabilitation – was also developed. The therapist interface is implemented as a
Java3D applet that monitors patient hand movement. The web-based portal has less
functionality than SVRR but offers portability and flexibility advantages. The therapist can
monitor multiple patients simultaneously.
Acknowledgments
Research reported here was supported by grants from the National Science Foundation and from the New
Jersey Commission on Science and Technology.
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