Functional Electrical Stimulation Cycling Treatment Berbasis Game Non-Immersive Virtual Reality Untuk Meningkatkan Fungsi Motorik Kaki Pada Pasien Hemiplegia

Hafizah, Huda (2023) Functional Electrical Stimulation Cycling Treatment Berbasis Game Non-Immersive Virtual Reality Untuk Meningkatkan Fungsi Motorik Kaki Pada Pasien Hemiplegia. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Stroke terjadi karena adanya gangguan yang mengganggu proses suplai darah ke otak. Apabila stroke terjadi dan aliran darah tidak dapat mencapai daerah yang mengontrol fungsi tubuh tertentu, bagian tubuh tersebut tidak akan berfungsi dengan semestinya. Hemiplegia adalah kelumpuhan yang memengaruhi satu sisi tubuh yang biasanya didiagnosis sebagai hemiplegia kanan atau kiri, tergantung pada sisi tubuh mana yang terpengaruh. Rehabilitasi dengan menggunakan Functional Electrical Stimulation (FES) telah banyak dilakukan, seperti pada posisi duduk, berjalan, dan cycling. Penggunaan FES pada posisi duduk dianggap monoton menyebabkan pasien merasa bosan dan tidak termotivasi, sedangkan pada posisi berjalan memiliki risiko jatuh yang tinggi, sehingga pada penelitian ini digunakan FES cycling. Selain itu, rehabilitasi untuk memulihkan kemampuan motorik merupakan serangkaian proses yang memakan waktu dan tenaga. Hal ini menyebabkan berkurangnya motivasi pasien dalam melakukan rehabilitasi. Oleh karena itu pada penelitian ini, dirancang sistem rehabilitasi menggunakan FES cycling berbasis permainan Non-Immersive Virtual Reality untuk membantu meningkatkan fungsi motorik pada kaki pasien hemiplegia. Digunakan sensor accelerometer dan gyroscope ADXL335 dan ENC-03RC untuk memeroleh data perputaran engkol dari kaki pasien. Metode kontrol yang digunakan yaitu metode Fuzzy Logic Controller dengan input berupa crank speed error dan delta error. Digunakan sepeda statis Monark Ergomedic 828 E serta modul joystick untuk membantu interaksi pasien dengan permainan. Pada penelitian ini, sistem kontrol FLC yang didesain mampu menggerakkan otot sehingga kecepatan kayuh yang dihasilkan mampu mendekati kecepatan yang diinginkan. Didapatkan rata-rata waktu subjek normal untuk menyelesaikan permainan yaitu 20,03 dengan persentase akurasinya yaitu 99,4 %. Didapatkan rata-rata waktu subjek hemiplegia untuk menyelesaikan permainan yaitu 22,23 dengan persentase akurasinya yaitu 96,93 %
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A stroke occurs due to a disruption that hampers the supply of blood to the brain. When a stroke occurs and blood flow cannot reach the area that controls specific bodily functions, that part of the body will not function properly. Hemiplegia is a paralysis that affects one side of the body, usually diagnosed as either right or left hemiplegia, depending on which side of the body is affected. Rehabilitation using Functional Electrical Stimulation (FES) has been widely conducted, such as in sitting, walking, and cycling positions. The use of FES in a sitting position is considered monotonous, leading patients to feel bored and unmotivated. On the other hand, walking poses a high risk of falling. Therefore, in this study, FES cycling was employed. Additionally, motor recovery rehabilitation is a timeconsuming and energy-intensive process, which reduces the motivation of patients to engage in rehabilitation. Thus, in this study, a rehabilitation system utilizing FES cycling based on Non-Immersive Virtual Reality games was designed to assist in improving motor function in patients with hemiplegia. The ADXL335 and ENC- 03RC accelerometer and gyroscope sensors were used to obtain crank rotation data from the patient's leg. The control method employed was the Fuzzy Logic Controller, with input consisting of crank speed error and delta error. The Monark Ergomedic 828 E stationary bicycle and a joystick module were used to facilitate patient interaction with the game. In this study, the designed FLC control system successfully activated muscles, resulting in crank speeds that approximated the desired speed. It was found that the average normal subject time to complete the game was 20.03 with an accuracy proportion of 99.4%. It was found that the average time for hemiplegic subjects to complete the game was 22.23 with an accuracy proportion of 96.93%.

Item Type: Thesis (Other)
Uncontrolled Keywords: cycling treatment, FES, non-immersive virtual reality, rehabilitasi, stroke, virtual reality cycling treatment, FES, stroke, non-immersive virtual reality, rehabilitation, virtual reality
Subjects: R Medicine > RM Therapeutics. Pharmacology > RM871 Electric stimulation.
R Medicine > RM Therapeutics. Pharmacology > RM950 Rehabilitation technology.
T Technology > TK Electrical engineering. Electronics Nuclear engineering > TK7878 Electronic instruments
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Biomedical Engineering > 11410-(S1) Undergraduate Thesis
Depositing User: Huda Hafizah
Date Deposited: 05 Oct 2023 03:40
Last Modified: 05 Oct 2023 03:40
URI: http://repository.its.ac.id/id/eprint/103779

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