Integrating VR, Motion Capture, and Therasuit for Enhanced Cerebral Palsy Rehabilitation
Paper ID : 1099-ISCSR3 (R1)
Authors
Abdallah Hazem Saad *1, Dina Farag Omar2, Esraa Abdel Nasser AlSayed3, Maryam Abbas Elshora4
1Dental student at Al Salam university
2physical therapy Student at Al Salam University
3Dental Student at Al Salam University
4Pharmacy Student at Al Salam University
Abstract
Title: Integrating Virtual Reality, Motion Capture, and TheraSuit for Enhanced Cerebral Palsy Rehabilitation.
Background:
Cerebral palsy is a childhood ailment associated with mental and physical growth impediments. A specialized suit and a robotic skeleton motivate them in achieving rehabilitation milestones. Our purpose is diplegic CP children.
Methods:
In this year-long pilot study, participants will undergo a VR-based rehabilitation system using an EMG-incorporated TheraSuit for children aged 2–6 years with mild to moderate CP. Thirty to fifty subjects will be assigned into two groups. One experimental group will receive VR therapy with EMG-powered assistance (15–20 min, 3×/week), while the other will receive traditional therapy. Primary outcomes will assess motor improvements at 3 and 6 months; secondary outcomes include EMG activation, participation, and parent-reported changes. The study includes three phases: Months 1–4 for Prototype Testing, 5–8 for Clinical Refinement, and 9–12 for Follow-up. Partners and universities will support recruitment and system validation.
Results:
The expected consequences of rehabilitation technologies have impacts for virtual reality systems on sensory input engagement and feedback neurons, enhancing activity. The robotic skeleton will facilitate posture alignment by providing support to ensure balanced movement and restore proper position. Rehabilitation suits for each unique case will comply with enabling active assessment through range of motions. These results are set to complement.
Conclusion:
Despite the promise of VR to enhance and improve motor function of CP children, the outcomes of long-term function are still not clear or proven. In the existing literature, our protocol aims to combine the immersive VR with a full-body assisting suit. To overcome the shortcomings of earlier studies by providing adaptive and productive training. Our parameter and added value are to make physiotherapy sessions more immersive, and effective experiences than the previous research, moreover providing innovative ideas for active rehabilitation for more successful tech-driven rehabilitation.
Keywords
Keywords: Cerebral Palsy, Virtual Reality, Rehabilitation, Motion Capture, Robotic Skeleton, Pediatric Therapy
Status: Abstract Accepted