TY - JOUR
T1 - An Interactive Upper Limb Rehab Device for Elderly Stroke Patients
AU - Jie, Sun
AU - Haoyong, Yu
AU - Chaw, Tan Lee
AU - Chiang, Chan Chun
AU - Vijayavenkataraman, Sanjairaj
N1 - Publisher Copyright:
© 2017 The Authors.
PY - 2017
Y1 - 2017
N2 - Elderly stroke patients need intensive and task-specific rehabilitation exercises to improve manual dexterity. Most of the robot-mediated devices used for these exercises currently do not fully motivate them to complete the exercises or measure the progress of the therapy. In this study, we developed an ergonomic, portable upper limb rehabilitation device (QikRehab) with the help of interactive media. Interactive rehabilitation games with options to monitor the therapy progress is the design novelty of this device. Three prototypes on the console design and fabrication are investigated in sequence, which are evolved based on the feedbacks and comments from therapists. Two rapid prototyping (RP) technologies are utilized to fabricate the second and the third prototypes for initial user study and feedback collection. Four exercises including grip, pitch, twist and roll are designed on this console to simulate upper limb motions within activities of daily living. To motivate old adults to exercise more conveniently in either hospital or home, three interactive rehabilitation games (Pig Hole, Rat Hunting and Intensive Grip) are designed to motivate such exercises, the achievement obtained in the games are automatically recorded for movement ability assessment. Furthermore, we present several discussions on the pilot user testing through a workshop and follow up interview and suggest several future improvements of this device.
AB - Elderly stroke patients need intensive and task-specific rehabilitation exercises to improve manual dexterity. Most of the robot-mediated devices used for these exercises currently do not fully motivate them to complete the exercises or measure the progress of the therapy. In this study, we developed an ergonomic, portable upper limb rehabilitation device (QikRehab) with the help of interactive media. Interactive rehabilitation games with options to monitor the therapy progress is the design novelty of this device. Three prototypes on the console design and fabrication are investigated in sequence, which are evolved based on the feedbacks and comments from therapists. Two rapid prototyping (RP) technologies are utilized to fabricate the second and the third prototypes for initial user study and feedback collection. Four exercises including grip, pitch, twist and roll are designed on this console to simulate upper limb motions within activities of daily living. To motivate old adults to exercise more conveniently in either hospital or home, three interactive rehabilitation games (Pig Hole, Rat Hunting and Intensive Grip) are designed to motivate such exercises, the achievement obtained in the games are automatically recorded for movement ability assessment. Furthermore, we present several discussions on the pilot user testing through a workshop and follow up interview and suggest several future improvements of this device.
KW - Interactive game
KW - Rapid Prototyping
KW - Rehabilitation device
UR - http://www.scopus.com/inward/record.url?scp=85020049961&partnerID=8YFLogxK
U2 - 10.1016/j.procir.2017.02.040
DO - 10.1016/j.procir.2017.02.040
M3 - Conference article
AN - SCOPUS:85020049961
SN - 2212-8271
VL - 60
SP - 488
EP - 493
JO - Procedia CIRP
JF - Procedia CIRP
T2 - 27th CIRP Design Conference 2017
Y2 - 10 May 2017 through 12 May 2017
ER -