Rehabilitation system and method based on interactive virtual reality and electrical nerve stimulation
A virtual reality and neuroelectric technology, applied in the field of rehabilitation systems, can solve the problems of reduced enthusiasm for rehabilitation, temporary cognition of discomfort, and no motor output, etc., to improve rehabilitation efficiency, speed up rehabilitation, and reduce personnel costs.
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Embodiment 1
[0080] System architecture such as figure 1 As shown, a rehabilitation system based on interactive virtual reality and nerve electrical stimulation is characterized in that it includes the following functional devices:
[0081] The interactive input device 1 is used to collect patient motion signals;
[0082] Motion imagery device 2, which generates virtual limbs and gives patients an immersive experience;
[0083] Electrical stimulation equipment 3, which generates nerve bioelectricity to stimulate the movement of patients;
[0084] Data analysis device 4, analyzing and displaying patient data;
[0085] The system processor 5 (computer), connected with the above-mentioned equipment, is used to receive, send and process data, and control the equipment to execute various training contents.
[0086] The interactive input device 1 of this embodiment includes a motion sensing device 11 , a motion signal transmission device 12 and a signal processing and analyzing device 13 conn...
Embodiment 2
[0092] Such as figure 2 As shown, this embodiment is a method based on the above-mentioned virtual reality VR head-mounted viewing device, intelligent sports bracelet and percutaneous nerve stimulation rehabilitation system, which is used for the rehabilitation of upper limb motor dysfunction caused by stroke , including the following steps:
[0093] 1) Install or allow patients to wear interactive input devices 1 and electrical stimulation devices 3;
[0094] 2) The patient watches the training content through the motor imagery device 2;
[0095] 3) The patient performs exercise training on the limbs that retain motor function according to the training content;
[0096] 4) The interactive input device 1 inputs the patient's motion signal into the system processor 5 for amplification and synchronous display in the motor imagery device 2;
[0097] 5) In the motor imagery device 2, the virtual limb on the motor-impaired side also moves along with the healthy-side limb, and gui...
Embodiment 3
[0106] A method based on the aforementioned virtual reality VR head-mounted viewing device, smart sports bracelet and percutaneous electrical nerve stimulation rehabilitation system, used for the rehabilitation of upper limb motor dysfunction caused by stroke, the specific implementation method:
[0107] 1. Wear a VR helmet, wear a smart sports bracelet on the healthy arm, and wear a percutaneous electrical nerve stimulation device 3 on the affected arm. The rehabilitation physician can observe the patient's movement and real-time data through the computer monitor.
[0108] 2. Patients watch the training content through VR equipment
[0109] The training content includes the following:
[0110] The patient's two virtual arms are shown in the virtual scene.
[0111] The scene prompts that the corresponding virtual arm on the healthy side is raised to touch the target object at a certain rhythm.
[0112] The virtual arm comes down and returns to its original position.
[0113...
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