TY - GEN
T1 - A Computer Game-based Tangible Upper Limb Rehabilitation Device
AU - Bu, Qinglei
AU - Cheng, Xiaoyi
AU - Yang, Fan
AU - Sun, Jie
AU - Yu, Limin
AU - Hou, Ying
N1 - Funding Information:
This work was supported in part by the Teaching Development Fund of Xi’an Jiaotong-Liverpool University (XJTLU) under Grant TDF20/21-R22-144.
Publisher Copyright:
© 2022 ACM.
PY - 2022/12/5
Y1 - 2022/12/5
N2 - In order to regain the motor control of upper limbs, stroke patients should go through various exercises to resume finger, hand and arm functions. During such exercises, they need constant assistance, guidance and support from either therapists or caregivers. Due to the increase of aging population, the demand for technology support in home-based stroke recovery has rapidly increased in the last decade. This paper presents an interactive prototype designed to facilitate finger grasping, hand gripping and arm reaching exercises at home. It consists of a portable device with light, audio feedback and a computer game with two scenes and visual guidance. Preliminary usability testing in the community with elderly persons indicates that this device is easy to follow, and enjoyable to play. These trials explore the possibility and feasibility of implementing such tangible interactive training at home or in community rehab centers, inspiring us to improve such designs further to support active rehabilitation.
AB - In order to regain the motor control of upper limbs, stroke patients should go through various exercises to resume finger, hand and arm functions. During such exercises, they need constant assistance, guidance and support from either therapists or caregivers. Due to the increase of aging population, the demand for technology support in home-based stroke recovery has rapidly increased in the last decade. This paper presents an interactive prototype designed to facilitate finger grasping, hand gripping and arm reaching exercises at home. It consists of a portable device with light, audio feedback and a computer game with two scenes and visual guidance. Preliminary usability testing in the community with elderly persons indicates that this device is easy to follow, and enjoyable to play. These trials explore the possibility and feasibility of implementing such tangible interactive training at home or in community rehab centers, inspiring us to improve such designs further to support active rehabilitation.
KW - Home-based device
KW - Interactive game
KW - Stroke rehabilitation
KW - Tangible training device
KW - Upper limb rehabilitation
UR - http://www.scopus.com/inward/record.url?scp=85144621302&partnerID=8YFLogxK
U2 - 10.1145/3527188.3563919
DO - 10.1145/3527188.3563919
M3 - Conference Proceeding
AN - SCOPUS:85144621302
T3 - HAI 2022 - Proceedings of the 10th Conference on Human-Agent Interaction
SP - 309
EP - 313
BT - HAI 2022 - Proceedings of the 10th Conference on Human-Agent Interaction
PB - Association for Computing Machinery, Inc
T2 - 10th Conference on Human-Agent Interaction, HAI 2022
Y2 - 5 December 2022 through 8 December 2022
ER -