We propose a real-time 3D human pose estimation and motion analysis method termed RePose for rehabilitation training. It is capable of real-time monitoring and evaluation of patients'motion during rehabilitation, providing immediate feedback and guidance to assist patients in executing rehabilitation exercises correctly. Firstly, we introduce a unified pipeline for end-to-end real-time human pose estimation and motion analysis using RGB video input from multiple cameras which can be applied to the field of rehabilitation training. The pipeline can help to monitor and correct patients'actions, thus aiding them in regaining muscle strength and motor functions. Secondly, we propose a fast tracking method for medical rehabilitation scenarios with multiple-person interference, which requires less than 1ms for tracking for a single frame. Additionally, we modify SmoothNet for real-time posture estimation, effectively reducing pose estimation errors and restoring the patient's true motion state, making it visually smoother. Finally, we use Unity platform for real-time monitoring and evaluation of patients' motion during rehabilitation, and to display the muscle stress conditions to assist
The field of serious games for health has grown significantly, demonstrating effectiveness in various clinical contexts such as stroke, spinal cord injury, and degenerative neurological diseases. Despite their potential benefits, therapists face barriers to adopting serious games in rehabilitation, including limited training and game literacy, concerns about cost and equipment availability, and a lack of evidence-based research on game effectiveness. Serious games for rehabilitation often involve repetitive exercises, which can be tedious and reduce motivation for continued rehabilitation, treating clients as passive recipients of clinical outcomes rather than players. This study identifies gaps and provides essential insights for advancing serious games in rehabilitation, aiming to enhance their engagement for clients and effectiveness as a therapeutic tool. Addressing these challenges requires a paradigm shift towards developing and co-creating serious games for rehabilitation with therapists, researchers, and stakeholders. Furthermore, future research is crucial to advance the development of serious games, ensuring they adhere to evidence-based principles and engage both clients
To allow the development and assessment of physical rehabilitation by an intelligent tutoring system, we propose a medical dataset of clinical patients carrying out low back-pain rehabilitation exercises and benchmark on state of the art human movement analysis algorithms. This dataset is valuable because it includes rehabilitation motions in a clinical setting with patients in their rehabilitation program. This paper introduces the Keraal dataset, a clinically collected dataset to enable intelligent tutoring systems (ITS) for rehabilitation. It addresses four challenges in exercise monitoring: motion assessment, error recognition, spatial localization, temporal localization
Chronic neck pain is a prevalent condition that affects millions of individuals worldwide, causing significant individual suffering and socioeconomic burdens. Although exercise rehabilitation is a staple in relieving pain and improving muscle function for the condition, traditional one-on-one rehabilitation sessions are costly and suffer from poor adherence and accessibility for the patients. Thanks to the increasing accessibility and recent advancements in sensing and display technology, virtual reality (VR) offers the potential to tackle the challenges in traditional exercise rehabilitation, particularly through gamification. However, still in its infancy, VR-based neck exercise rehabilitation lacks exploration in effective gamification strategies and existing prototypes. To address the knowledge gap, we conduct an exploratory study on the gamification strategies for VR-based cervical rehabilitation exercises by using chin tuck and neck range of motion exercises as examples. Specifically, with different game themes, we investigate a survival and level progression strategy for muscle strengthening (chin tuck) exercise for the first time, and the suitability of ambient reward for a
Exercise-based rehabilitation improves quality of life and reduces morbidity, mortality, and rehospitalization, though transportation constraints and staff shortages lead to high dropout rates from rehabilitation programs. Virtual platforms enable patients to complete prescribed exercises at home, while AI algorithms analyze performance, deliver feedback, and update clinicians. Although many studies have developed machine learning and deep learning models for exercise quality assessment, few have explored the use of large language models (LLMs) for feedback and are limited by the lack of rehabilitation datasets containing textual feedback. In this paper, we propose a new method in which exercise-specific features are extracted from the skeletal joints of patients performing rehabilitation exercises and fed into pre-trained LLMs. Using a range of prompting techniques, such as zero-shot, few-shot, chain-of-thought, and role-play prompting, LLMs are leveraged to evaluate exercise quality and provide feedback in natural language to help patients improve their movements. The method was evaluated through extensive experiments on two publicly available rehabilitation exercise assessment d
Configurable robots are made up of robotic modules that can be assembled or can configure themselves into multiple robot configurations. In this research plan, a method for upper-body rehabilitation will be discussed in the form of a modular robot with different morphologies. The advantage and superiority of designing an example of a robotic module for upper body rehabilitation is the ability to reset the modular robot system. In this research, a number of modules will be designed and implemented according to the needs of one-hand rehabilitation with different degrees of freedom. The design modules' performance and efficiency will be evaluated by simulating, making samples, and testing them. This article's research includes presenting a modular upper body rehabilitation robot in the wrist, elbow, and shoulder areas, as well as providing a suitable kinematic and dynamic model of the upper body rehabilitation robot to determine human-robot interaction forces and movement. The research also involves analyzing the mathematical model of the upper body rehabilitation robot to identify advanced control strategies that rely on force control and torque control. After reviewing the articles
Precision rehabilitation offers the promise of an evidence-based approach for optimizing individual rehabilitation to improve long-term functional outcomes. Emerging techniques, including those driven by artificial intelligence, are rapidly expanding our ability to quantify the different domains of function during rehabilitation, other encounters with healthcare, and in the community. While this seems poised to usher rehabilitation into the era of big data and should be a powerful driver of precision rehabilitation, our field lacks a coherent framework to utilize these data and deliver on this promise. We propose a framework that builds upon multiple existing pillars to fill this gap. Our framework aims to identify the Optimal Dynamic Treatment Regimens (ODTR), or the decision-making strategy that takes in the range of available measurements and biomarkers to identify interventions likely to maximize long-term function. This is achieved by designing and fitting causal models, which extend the Computational Neurorehabilitation framework using tools from causal inference. These causal models can learn from heterogeneous data from different silos, which must include detailed documenta
Rehabilitation exercises are essential in restoring lost physical functions of patients suffering from various diseases (e.g., Parkinson's, back pain). Carrying out these rehabilitation exercises, often prescribed by health experts, is costly, unavailable, and requires expert supervision. The availability of RGBD images and movement/position data of joints along with expert annotation of exercise data has prompted the use of automatic assessment of the quality of rehabilitation exercises, which is cost-effective and can be carried out at home. However, existing approaches do not extract relevant features, lack practical application, require expensive pre-processing, or overlook crucial features. This study proposes a transformer-based framework for point clouds to extract features and assess rehabilitation exercises by analyzing joint positions collected through RGBD data. We adapt and utilize a curve-based point-cloud feature aggregation technique to augment point-cloud information that aids model output. The transformer architecture also uses axial self-attention, recognizing important joints and their roles to assist users in performing the exercise better. The guided system out
This paper introduces the Ambient Intelligence Rehabilitation Support (AIRS) framework, an advanced artificial intelligence-based solution tailored for home rehabilitation environments. AIRS integrates cutting-edge technologies, including Real-Time 3D Reconstruction (RT-3DR), intelligent navigation, and large Vision-Language Models (VLMs), to create a comprehensive system for machine-guided physical rehabilitation. The general AIRS framework is demonstrated in rehabilitation scenarios following total knee replacement (TKR), utilizing a database of 263 video recordings for evaluation. A smartphone is employed within AIRS to perform RT-3DR of living spaces and has a body-matched avatar to provide visual feedback about the excercise. This avatar is necessary in (a) optimizing exercise configurations, including camera placement, patient positioning, and initial poses, and (b) addressing privacy concerns and promoting compliance with the AI Act. The system guides users through the recording process to ensure the collection of properly recorded videos. AIRS employs two feedback mechanisms: (i) visual 3D feedback, enabling direct comparisons between prerecorded clinical exercises and pati
Rehabilitation robots are often used in game-like interactions for rehabilitation to increase a person's motivation to complete rehabilitation exercises. By adjusting exercise difficulty for a specific user throughout the exercise interaction, robots can maximize both the user's rehabilitation outcomes and the their motivation throughout the exercise. Previous approaches have assumed exercises have generic difficulty values that apply to all users equally, however, we identified that stroke survivors have varied and unique perceptions of exercise difficulty. For example, some stroke survivors found reaching vertically more difficult than reaching farther but lower while others found reaching farther more challenging than reaching vertically. In this paper, we formulate a causal tree-based method to calculate exercise difficulty based on the user's performance. We find that this approach accurately models exercise difficulty and provides a readily interpretable model of why that exercise is difficult for both users and caretakers.
Rehabilitation therapies are widely employed to assist people with motor impairments in regaining control over their affected body parts. Nevertheless, factors such as fatigue and low self-efficacy can hinder patient compliance during extensive rehabilitation processes. Utilizing hand redirection in virtual reality (VR) enables patients to accomplish seemingly more challenging tasks, thereby bolstering their motivation and confidence. While previous research has investigated user experience and hand redirection among able-bodied people, its effects on motor-impaired people remain unexplored. In this paper, we present a VR rehabilitation application that harnesses hand redirection. Through a user study and semi-structured interviews, we examine the impact of hand redirection on the rehabilitation experiences of people with motor impairments and its potential to enhance their motivation for upper limb rehabilitation. Our findings suggest that patients are not sensitive to hand movement inconsistency, and the majority express interest in incorporating hand redirection into future long-term VR rehabilitation programs.
Rehabilitation aims to help patients with limited mobility regain their physical abilities through targeted movements, exercises, stimulation, and other therapeutic methods. Recent advances in technology have introduced sensor-based systems into rehabilitation and clinical practices, enabling real-time monitoring and providing accurate feedback on movement accuracy. Among these sensors, LiDAR has demonstrated strong potential, offering key advantages over conventional techniques such as camera-based systems, which raise privacy concerns, and wearable sensors, which can be uncomfortable and prone to errors. In this work, we review the applications of LiDAR in rehabilitation, post-injury care, and hospital environments, focusing on studies published between 2019 and 2025. Studies across several areas have been explored: 3D body scanning and gait analysis with standalone LiDAR, LiDAR mounted on robotic systems for rehabilitation, real-time monitoring and environment scanning for safe navigation, and activity and position recognition. We also analyze processing techniques, particularly learning-based approaches, and support the discussion with statistical analysis, highlighting trends,
In recent years, gamification has become very popular for rehabilitating different cognitive and motor problems. It has been shown that rehabilitation is effective when it starts early enough and it is intensive and repetitive. However, the success of rehabilitation depends also on the motivation and perseverance of patients during treatment. Adding serious games to the rehabilitation procedure will help the patients to overcome the monotonicity of the treatment procedure. On the other hand, if a variety of games can be used with a robotic rehabilitation system, it will help to define tasks with different levels of difficulty with greater variety. In this paper we introduce a procedure for connecting a rehabilitation robot to several web-based games. In other words, an interface is designed that connects the robot to a computer through a USB port. To validate the usefulness of the proposed approach, a researcher designed survey was used to get feedback from several users. The results demonstrate that having several games besides rehabilitation makes the procedure of rehabilitation entertaining.
Automated assessment of human motion plays a vital role in rehabilitation, enabling objective evaluation of patient performance and progress. Unlike general human activity recognition, rehabilitation motion assessment focuses on analyzing the quality of movement within the same action class, requiring the detection of subtle deviations from ideal motion. Recent advances in deep learning and video-based skeleton extraction have opened new possibilities for accessible, scalable motion assessment using affordable devices such as smartphones or webcams. However, the field lacks standardized benchmarks, consistent evaluation protocols, and reproducible methodologies, limiting progress and comparability across studies. In this work, we address these gaps by (i) aggregating existing rehabilitation datasets into a unified archive called Rehab-Pile, (ii) proposing a general benchmarking framework for evaluating deep learning methods in this domain, and (iii) conducting extensive benchmarking of multiple architectures across classification and regression tasks. All datasets and implementations are released to the community to support transparency and reproducibility. This paper aims to estab
Advanced by rich perception and precise execution, robots possess immense potential to provide professional and customized rehabilitation exercises for patients with mobility impairments caused by strokes. Autonomous robotic rehabilitation significantly reduces human workloads in the long and tedious rehabilitation process. However, training a rehabilitation robot is challenging due to the data scarcity issue. This challenge arises from privacy concerns (e.g., the risk of leaking private disease and identity information of patients) during clinical data access and usage. Data from various patients and hospitals cannot be shared for adequate robot training, further compromising rehabilitation safety and limiting implementation scopes. To address this challenge, this work developed a novel federated joint learning (FJL) method to jointly train robots across hospitals. FJL also adopted a long short-term memory network (LSTM)-Transformer learning mechanism to effectively explore the complex tempo-spatial relations among patient mobility conditions and robotic rehabilitation motions. To validate FJL's effectiveness in training a robot network, a clinic-simulation combined experiment was
Vision-based assessment can provide convenient and cost-effective evaluation in Traditional Chinese Medicine (TCM) rehabilitation training, where action quality assessment (AQA) from computer vision offers a promising solution. Existing automatic AQA frameworks for physical therapy typically rely on skeletal data captured from a single viewpoint, which is inefficient for TCM techniques such as acupuncture or Tuina that involve dense hand self-occlusion and complex hand-object interactions. To address these challenges, we propose CME-AQA, a cross-view, multimodal vision-based assessment framework that integrates visual-pose fusion to enhance understanding of environmental context and leverages both first-person and third-person videos during training to improve inference robustness. We collected two dual-view datasets, TCM-AQA61-A (Acupuncture) and TCM-AQA61-T (Tuina), each containing synchronized first-person and third-person recordings of 61 subjects with expert annotations. Experimental results show that our approach achieves superior or comparable mean performance against competitive baselines, achieving over 10% relative improvement in weighted F1 over the best competing method
Patients with neurological conditions require rehabilitation to restore their motor, visual, and cognitive abilities. To meet the shortage of therapists and reduce their workload, a robotic rehabilitation platform involving the clinical trail making test is proposed. Therapists can create custom trails for each patient and the patient can trace the trails using a robotic device. The platform can track the performance of the patient and use these data to provide dynamic assistance through the robot to the patient interface. Therefore, the proposed platform not only functions as an evaluation platform, but also trains the patient in recovery. The developed platform has been validated at a rehabilitation center, with therapists and patients operating the device. It was found that patients performed poorly while using the platform compared to healthy subjects and that the assistance provided also improved performance amongst patients. Statistical analysis demonstrated that the speed of the patients was significantly enhanced with the robotic assistance. Further, neural networks are trained to classify between patients and healthy subjects and to forecast their movements using the data
Many neurological conditions, e.g., a stroke, can cause patients to experience upper limb (UL) motor impairments that hinder their daily activities. For such patients, while rehabilitation therapy is key for regaining autonomy and restoring mobility, its long-term nature entails ongoing time commitment and it is often not sufficiently engaging. Virtual reality (VR) can transform rehabilitation therapy into engaging game-like tasks that can be tailored to patient-specific activities, set goals, and provide rehabilitation assessment. Yet, most VR systems lack built-in methods to track progress over time and alter rehabilitation programs accordingly. We propose using arm kinematic modeling and capability maps to allow a VR system to understand a user's physical capability and limitation. Next, we suggest two use cases for the VR system to utilize the user's capability map for tailoring rehabilitation programs. Finally, for one use case, it is shown that the VR system can emphasize and assess the use of specific UL joints.
Rehabilitation training for patients with motor disabilities usually requires specialized devices in rehabilitation centers. Home-based multi-purpose training would significantly increase treatment accessibility and reduce medical costs. While it is unlikely to equip a set of rehabilitation robots at home, we investigate the feasibility to use the general-purpose collaborative robot for rehabilitation therapies. In this work, we developed a new system for multi-purpose upper-limb rehabilitation training using a generic robot arm with human motor feedback and preference. We integrated surface electromyography, force/torque sensors, RGB-D cameras, and robot controllers with the Robot Operating System to enable sensing, communication, and control of the system. Imitation learning methods were adopted to imitate expert-provided training trajectories which could adapt to subject capabilities to facilitate in-home training. Our rehabilitation system is able to perform gross motor function and fine motor skill training with a gripper-based end-effector. We simulated system control in Gazebo and training effects (muscle activation level) in OpenSim and evaluated its real performance with h
This paper proposes an end-to-end deep learning framework integrating optical motion capture with a Transformer-based model to enhance medical rehabilitation. It tackles data noise and missing data caused by occlusion and environmental factors, while detecting abnormal movements in real time to ensure patient safety. Utilizing temporal sequence modeling, our framework denoises and completes motion capture data, improving robustness. Evaluations on stroke and orthopedic rehabilitation datasets show superior performance in data reconstruction and anomaly detection, providing a scalable, cost-effective solution for remote rehabilitation with reduced on-site supervision.