Bruno Bonnechere
Université libre de Bruxelles
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Publication
Featured researches published by Bruno Bonnechere.
Gait & Posture | 2014
Bruno Bonnechere; Bart Jansen; Patrick Salvia; H. Bouzahouene; Lubos Omelina; Fedor Moiseev; Victor Sholukha; Jan Cornelis; Marcel Rooze; S. Van Sint Jan
The recent availability of the Kinect™ sensor, a cost-effective markerless motion capture system (MLS), offers interesting possibilities in clinical functional analysis and rehabilitation. However, neither validity nor reproducibility of this device is known yet. These two parameters were evaluated in this study. Forty-eight volunteers performed shoulder abduction, elbow flexion, hip abduction and knee flexion motions; the same protocol was repeated one week later to evaluate reproducibility. Movements were simultaneously recorded by the Kinect (with Microsoft Kinect SDK v.1.5) MLS and a traditional marker-based stereophotogrammetry system (MBS). Considering the MBS as reference, discrepancies between MLS and MBS were evaluated by comparing the range of motion (ROM) between both systems. MLS reproducibility was found to be statistically similar to MBS results for the four exercises. Measured ROMs however were found different between the systems.
International Journal of Rehabilitation Research | 2016
Bruno Bonnechere; Bart Jansen; Lubos Omelina; Serge Van Sint Jan
The aim of this paper was to investigate the effect of commercial video games (VGs) in physical rehabilitation of motor functions. Several databases were screened (Medline, SAGE Journals Online, and ScienceDirect) using combinations of the following free-text terms: commercial games, video games, exergames, serious gaming, rehabilitation games, PlayStation, Nintendo, Wii, Wii Fit, Xbox, and Kinect. The search was limited to peer-reviewed English journals. The beginning of the search time frame was not restricted and the end of the search time frame was 31 December 2015. Only randomized controlled trial, cohort, and observational studies evaluating the effect of VGs on physical rehabilitation were included in the review. A total of 4728 abstracts were screened, 275 were fully reviewed, and 126 papers were eventually included. The following information was extracted from the selected studies: device type, number and type of patients, intervention, and main outcomes. The integration of VGs into physical rehabilitation has been tested for various pathological conditions, including stroke, cerebral palsy, Parkinson’s disease, balance training, weight loss, and aging. There was large variability in the protocols used (e.g. number of sessions, intervention duration, outcome measures, and sample size). The results of this review show that in most cases, the introduction of VG training in physical rehabilitation offered similar results as conventional therapy. Therefore, VGs could be added as an adjunct treatment in rehabilitation for various pathologies to stimulate patient motivation. VGs could also be used at home to maintain rehabilitation benefits.
Ergonomics | 2014
Bruno Bonnechere; Bart Jansen; Patrick Salvia; H. Bouzahouene; Victor Sholukha; Jan Cornelis; Marcel Rooze; S. Van Sint Jan
The recent availability of the Kinect™ sensor, a low-cost Markerless Motion Capture (MMC) system, could give new and interesting insights into ergonomics (e.g. the creation of a morphological database). Extensive validation of this system is still missing. The aim of the study was to determine if the Kinect™ sensor can be used as an easy, cheap and fast tool to conduct morphology estimation. A total of 48 subjects were analysed using MMC. Results were compared with measurements obtained from a high-resolution stereophotogrammetric system, a marker-based system (MBS). Differences between MMC and MBS were found; however, these differences were systematically correlated and enabled regression equations to be obtained to correct MMC results. After correction, final results were in agreement with MBS data (p = 0.99). Results show that measurements were reproducible and precise after applying regression equations. Kinect™ sensors-based systems therefore seem to be suitable for use as fast and reliable tools to estimate morphology. Practitioner Summary: The Kinect™ sensor could eventually be used for fast morphology estimation as a body scanner. This paper presents an extensive validation of this device for anthropometric measurements in comparison to manual measurements and stereophotogrammetric devices. The accuracy is dependent on the segment studied but the reproducibility is excellent.
Research in Developmental Disabilities | 2014
Bruno Bonnechere; Bart Jansen; Lubos Omelina; Marc Degelaen; Vanessa Wermenbol; Marcel Rooze; S. Van Sint Jan
The use of video games in rehabilitation is becoming more popular to clinicians. These games are embedded in off-the-shelf commercial entertainment applications or especially-developed for clinical purposes. Treatment of cerebral palsy (CP) children is a challenging task for clinicians. Lack of motivation and progress monitoring are two important factors clinicians need to deal with. The use of serious games (SG), sometimes referred to as Virtual Rehabilitation (VR), could therefore be an interesting adjuvant to conventional treatment for these patients. This is however a new discipline and many scientific issues remain to be solved. The aim of this paper is to describe available conventional treatment for CP children together with the level of evidence of each approach. A systematic review of the use of SG in rehabilitation is then conducted. 31 papers (7 randomized clinical trials, 16 cohort studies and 8 single-cases studies) were selected and analyzed, and their level of evidence compared to the conventional treatment. These studies reported outcomes for 352 patients. In summary, this review shows that it is difficult to compare those studies despite the large amount of patients. This is due to the lack of standardization in patient rehabilitation strategy and to the use of various clinical scales and scores. This non-standardization in patient follow-up between previously-published works make evidence-based conclusions difficult to obtain in order to support these techniques objectively. The use of SG for rehabilitation purposes currently meets similar issues. This paper proposes standardization strategies in order to improve treatment comparison and SG use in rehabilitation.
Journal of Biomechanics | 2013
Victor Sholukha; Bruno Bonnechere; Patrick Salvia; Fedor Moiseev; Marcel Rooze; S. Van Sint Jan
Modeling tools related to the musculoskeletal system have been previously developed. However, the integration of the real underlying functional joint behavior is lacking and therefore available kinematic models do not reasonably replicate individual human motion. In order to improve our understanding of the relationships between muscle behavior, i.e. excursion and motion data, modeling tools must guarantee that the model of joint kinematics is correctly validated to ensure meaningful muscle behavior interpretation. This paper presents a model-based method that allows fusing accurate joint kinematic information with motion analysis data collected using either marker-based stereophotogrammetry (MBS) (i.e. bone displacement collected from reflective markers fixed on the subjects skin) or markerless single-camera (MLS) hardware. This paper describes a model-based approach (MBA) for human motion data reconstruction by a scalable registration method for combining joint physiological kinematics with limb segment poses. The presented results and kinematics analysis show that model-based MBS and MLS methods lead to physiologically-acceptable human kinematics. The proposed method is therefore available for further exploitation of the underlying model that can then be used for further modeling, the quality of which will depend on the underlying kinematic model.
M S-medecine Sciences | 2013
Serge Van Sint Jan; Vanessa Wermenbol; Patrick Van Bogaert; Kaat Desloovere; Marc Degelaen; Bernard Dan; Patrick Salvia; Els Ortibus; Bruno Bonnechere; Yann-Aël Le Borgne; Gianluca Bontempi; Stijn Vansummeren; Victor Sholukha; Fedor Moiseev; Marcel Rooze
The musculoskeletal system (MSS) is essential to allow us performing every-day tasks, being able to have a professional life or developing social interactions with our entourage. MSS pathologies have a significant impact on our daily life. It is therefore not surprising to find MSS-related health problems at the top of global statistics on professional absenteeism or societal health costs. The MSS is also involved in central nervous conditions, such as cerebral palsy (CP). Such conditions show complex etiology that complicates the interpretation of the observable clinical signs and the establishment of a wide consensus on the best practices to adopt for clinical monitoring and patient follow-up. These elements justify the organization of fundamental and applied research projects aiming to develop new methods to help clinicians to cope with the complexity of some MSS disorders. The ICT4Rehab project (www.ict4rehab.org) developed an integrated platform providing tools that enable easier management and visualization of clinical information related to the MSS of CP patients. This platform is opened to every interested clinical centre.
Proceedings of the 3rd european conference on gaming and playful interaction in health care | 2013
Bruno Bonnechere; Victor Sholukha; Fedor Moiseev; Marcel Rooze; Serge Van Sint Jan
The KinectTM sensors can be used as cost effective and easy to use Markerless Motion Capture devices. Therefore a wide range of new potential applications are possible. Unfortunately, right now, the stick model skeleton provided by the KinectTM is only composed of 20 points located approximately at the joint level of the subject which movements are being captured by the camera. This relatively limited amount of key points is limiting the use of such devices to relatively crude motion assessment. The field of motion analysis however is requesting more key points in order to represent motion according to clinical conventions based on so-called anatomical planes. To extend the possibility of the KinectTM supplementary data must be added to the available standard skeleton. This paper presents a new Model-Based Approach (MBA) that has been specially developed for KinectTM input based on previous validated anatomical and biomechanical studies performed by the authors. This approach allows real 3D motion analysis of complex movements respecting conventions expected in biomechanics and clinical motion analysis.
Telemedicine Journal and E-health | 2016
Bruno Bonnechere; Bart Jansen; Lubos Omelina; Victor Sholukha; Serge Van Sint Jan
BACKGROUND Balance and posture can be affected in various conditions or become decreased with aging. A diminution of balance control induces an increase of falls risk. INTRODUCTION The Nintendo Wii Balance Board™ (WBB) is used in rehabilitation to perform balance exercises (using commercial video games). The WBB has also been validated to assess balance and posture in static conditions. However, there is currently no study investigating the use of WBB to assess balance during the realization of balance exercises using this device. The aim of this study was to validate the use of WBB, coupled with specially developed serious games, to assess dynamic balance during rehabilitation exercises. MATERIALS AND METHODS Thirty five subjects participated in this study. Subjects were asked to play two specially developed serious games. Center of pressure (CP) displacements were simultaneously recorded with a WBB and a gold standard force plate (FP). Nine parameters were derived from CP displacement. Bland and Altman plots, paired-sample t tests, intraclass correlation coefficients, and Pearsons coefficient correlations were computed. RESULTS Excellent correlation between both devices was found for each parameter for the two games (R = 0.95 and 0.96). DISCUSSION Unlike previous work on the WBB, these excellent results were obtained without using any calibration procedure. Despite this, results were highly correlated between the WBB and the FP. CONCLUSIONS The WBB could be used in clinics to assess balance during rehabilitation exercises and, thus, allows a more regular patient follow-up.
Proceedings of the 3rd european conference on gaming and playful interaction in health care | 2013
Bruno Bonnechere; Bart Jansen; Lubos Omelina; L. Da Silva; D. Mouraux; Marcel Rooze; Jan S. Van Sint
Low Back Pain (LBP) is one of the most frequent pathologies related to musculoskeletal disorders. Patients suffering from LBP must perform rehabilitation exercises in order to avoid chronic disorder. At the beginning these exercises are performed with physiotherapists during rehabilitation. A major part of the treatment need to be performed at home by the patient himself. Serious Games (SG) could be used to increase patients’ motivation and to be sure that patients are performing these exercises and most important that they are doing it in the right way. A specific SG was created for LBP patients. Motions performed during the game are recorded and parameters (range of motion, speed, coupled motion) are processed. The aim of this feasibility study was to evaluate the intra and inter day reproducibility of this system to evaluate whether or not it can be used in daily practice for following the evolution of the patient and for scoring the severity of disorders.
Journal of Biomechanics | 2016
Bruno Bonnechere; Bart Jansen; S. Van Sint Jan
In the last decade, technological advances in the gaming industry have allowed the marketing of hardware for motion and balance control that is based on technological concepts similar to scientific and clinical equipment. Such hardware is attractive to researchers and clinicians for specific applications. However, some questions concerning their scientific value and the range of future potential applications have yet to be answered. This article attempts to present an objective analysis about the pros and cons of using such hardware for scientific and clinical purposes and calls for a constructive discussion based on scientific facts and practical clinical requests that are emerging from application fields.