Myo Arm Vectorized
Quaternion Upperarm Timeseries
Quaternion Forearm Timeseries
Upper Arm Time Series Y
Lower Arm Time Series
Upper Arm Time Series
After an injury, people are often traumatized into avoiding the same movements that led to such outcome. How to make sure they recover healthily and efficiently? LimbVR proposes a new, VR-based method of physical therapy, by combining Oculus Rift, Myo bands, and state-of-the-art software to recreate that person’s movements in VR and compare it to the ideal motion. By helping the person see themselves doing the movements on VR and juxtaposing that against the ideal motion, we can provide quantitative measurements on how far people are in their recovery, keep track of their progress and provide a tool for them to learn the physical motion.
What it does
Buckle up and get ready for action. Once you put the headset on, you are immersed into your healthy, ideal body. Wary of moving in some way that might get you injured again? LimbVR shows you how to perfect your moves and build trust in yourself once again. Using the Myo band, we recreate the movements of your arm and compare it to the ideal motion in VR and provide quantitative measurements how close to the ideal motion you currently are. This can vastly speed up physical therapy and injury recovery.
How we built it
Streamcast of Unity + Oculus: https://youtu.be/I8EC6BgXfhE
Challenges we ran into
- Myo vectorization--turning the raw Myo data into realistic vectorized arm movement.
- Integrating Unity with the Oculus SDK and lacking documentation
- Find/develop adequate animations to display through the Oculus Rift
- Calibrating both Myo sensors to provide proper orientation and joint-movement
Accomplishments that we're proud of
- Getting the hardware to cooperate with the software!
- Using two Myo bands simulateneously, combining forearm and bicep movement into a cohesive swing.
- Taking raw data from accelerometers and gyroscopes and turning it into a realistic human arm
- Integrating ideal motions into Oculus Rift and Unity
What we learned
- How to integrate a variety of software and hardware into a cohesive package
- The vast potential impact that VR and generated movement can have towards personal treatment
What's next for LimbVR
- Superimposing the vectorized Myo vectors into Oculus Rift animations which can be visually compared against the ideal motion
- Building out a time-series metric to calculate the difference between the ideal and current motions
- Personalized dashboard featuring user movement analytics