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Journal ArticleDOI

Usability evaluation of low-cost virtual reality hand and arm rehabilitation games.

TL;DR: The expectations of people with stroke for rehabilitation games and usability analysis that can help guide development of future games were surveyed and the usability of three lower-cost virtual reality rehabilitation games was evaluated.
Abstract: The emergence of lower-cost motion tracking devices enables home-based virtual reality rehabilitation activities and increased accessibility to patients. Currently, little documentation on patients' expectations for virtual reality rehabilitation is available. This study surveyed 10 people with stroke for their expectations of virtual reality rehabilitation games. This study also evaluated the usability of three lower-cost virtual reality rehabilitation games using a survey and House of Quality analysis. The games (kitchen, archery, and puzzle) were developed in the laboratory to encourage coordinated finger and arm movements. Lower-cost motion tracking devices, the P5 Glove and Microsoft Kinect, were used to record the movements. People with stroke were found to desire motivating and easy-to-use games with clinical insights and encouragement from therapists. The House of Quality analysis revealed that the games should be improved by obtaining evidence for clinical effectiveness, including clinical feedback regarding improving functional abilities, adapting the games to the user's changing functional ability, and improving usability of the motion-tracking devices. This study reports the expectations of people with stroke for rehabilitation games and usability analysis that can help guide development of future games.

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Citations
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Book ChapterDOI
17 Jul 2002

1,123 citations

Proceedings ArticleDOI
26 Feb 2018
TL;DR: The design and verification of an effective upper extremity rehabilitation game with a tangible robotic platform named Cellulo as a novel solution to these issues is proposed and the initial quantitative results are presented.
Abstract: Rehabilitation aims to ameliorate deficits in motor control via intensive practice with the affected limb. Current strategies, such as one-on-one therapy done in rehabilitation centers, have limitations such as treatment frequency and intensity, cost and requirement of mobility. Thus, a promising strategy is home-based therapy that includes task specific exercises. However, traditional rehabilitation tasks may frustrate the patient due to their repetitive nature and may result in lack of motivation and poor rehabilitation. In this article, we propose the design and verification of an effective upper extremity rehabilitation game with a tangible robotic platform named Cellulo as a novel solution to these issues. We first describe the process of determining the design rationales to tune speed, accuracy and challenge. Then we detail our iterative participatory design process and test sessions conducted with the help of stroke, brachial plexus and cerebral palsy patients (18 in total) and 7 therapists in 4 different therapy centers. We present the initial quantitative results, which support several aspects of our design rationales and conclude with our future study plans.

40 citations

Journal ArticleDOI
TL;DR: Interactive, motion capture rehabilitation for inpatients post stroke produced functional improvements that were similar to those achieved by usual care stroke rehabilitation, safely delivered by either a physical therapist or a rehabilitation assistant.
Abstract: Objective:To compare the efficacy of novel interactive, motion capture-rehabilitation software to usual care stroke rehabilitation on physical function.Design:Randomized controlled clinical trial.Setting:Two subacute hospital rehabilitation units in Australia.Participants:In all, 73 people less than six months after stroke with reduced mobility and clinician determined capacity to improve.Interventions:Both groups received functional retraining and individualized programs for up to an hour, on weekdays for 8–40 sessions (dose matched). For the intervention group, this individualized program used motivating virtual reality rehabilitation and novel gesture controlled interactive motion capture software. For usual care, the individualized program was delivered in a group class on one unit and by rehabilitation assistant 1:1 on the other.Main measures:Primary outcome was standing balance (functional reach). Secondary outcomes were lateral reach, step test, sitting balance, arm function, and walking.Results:Pa...

37 citations

Journal ArticleDOI
12 Feb 2017-Sensors
TL;DR: New ways to tackle exergames for physical rehabilitation and to improve the players’ immersion and involvement are suggested, including the amplification of weak movements, which allows the physically impaired to have similar gaming experiences as the average population.
Abstract: The work presented here suggests new ways to tackle exergames for physical rehabilitation and to improve the players’ immersion and involvement. The primary (but not exclusive) purpose is to increase the motivation of children and adolescents with severe physical impairments, for doing their required exercises while playing. The proposed gaming environment is based on the Kinect sensor and the Blender Game Engine. A middleware has been implemented that efficiently transmits the data from the sensor to the game. Inside the game, different newly proposed mechanisms have been developed to distinguish pure exercise-gestures from other movements used to control the game (e.g., opening a menu). The main contribution is the amplification of weak movements, which allows the physically impaired to have similar gaming experiences as the average population. To test the feasibility of the proposed methods, four mini-games were implemented and tested by a group of 11 volunteers with different disabilities, most of them bound to a wheelchair. Their performance has also been compared to that of a healthy control group. Results are generally positive and motivating, although there is much to do to improve the functionalities. There is a major demand for applications that help to include disabled people in society and to improve their life conditions. This work will contribute towards providing them with more fun during exercise.

28 citations

Journal ArticleDOI
TL;DR: Accuracy of the Kinect sensor for detecting upper limb joint ROM depends on its location relative to a person and this information facilitates implementation of Kinect-based upper limb rehabilitation applications with adequate accuracy.

27 citations

References
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Journal ArticleDOI
TL;DR: Author(s): Go, Alan S; Mozaffarian, Dariush; Roger, Veronique L; Benjamin, Emelia J; Berry, Jarett D; Borden, William B; Bravata, Dawn M; Dai, Shifan; Ford, Earl S; Fox, Caroline S; Franco, Sheila; Fullerton, Heather J; Gillespie, Cathleen; Hailpern, Susan M; Heit, John A; Howard, Virginia J; Huff
Abstract: Author(s): Go, Alan S; Mozaffarian, Dariush; Roger, Veronique L; Benjamin, Emelia J; Berry, Jarett D; Borden, William B; Bravata, Dawn M; Dai, Shifan; Ford, Earl S; Fox, Caroline S; Franco, Sheila; Fullerton, Heather J; Gillespie, Cathleen; Hailpern, Susan M; Heit, John A; Howard, Virginia J; Huffman, Mark D; Kissela, Brett M; Kittner, Steven J; Lackland, Daniel T; Lichtman, Judith H; Lisabeth, Lynda D; Magid, David; Marcus, Gregory M; Marelli, Ariane; Matchar, David B; McGuire, Darren K; Mohler, Emile R; Moy, Claudia S; Mussolino, Michael E; Nichol, Graham; Paynter, Nina P; Schreiner, Pamela J; Sorlie, Paul D; Stein, Joel; Turan, Tanya N; Virani, Salim S; Wong, Nathan D; Woo, Daniel; Turner, Melanie B; American Heart Association Statistics Committee and Stroke Statistics Subcommittee

5,449 citations


"Usability evaluation of low-cost vi..." refers background in this paper

  • ...There are more than 6 million people with stroke in the United States [1], many of whom experience long-term disability, especially in the hand and arm [2–8]....

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  • ...Last, for the puzzle game, the subject grabbed a virtual puzzle piece that resembled the shape of individual states on a United States map by closing the fingers, moved and rotated the piece by moving the hand up and down and side to side as well as rotating the forearm or shoulder, and placed the piece at the appropriate location by opening the fingers until the map is complete (Figure 6)....

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  • ...Community-dwelling people with chronic stroke were the target users of rehabilitation games for this study because stroke is one of the primary causes of longterm disability in adults in the United States [1]....

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Journal Article
TL;DR: The findings in this study substantiate the validity of ontogenetic principles as applicable to the assessment of motor behaviour in hemiplegic patients, and foocus the importance of early therapeutic measures against contractures.
Abstract: A system for evaluation of motor function, balance, some sensation qualities and joint function in hemiplegic patients is described in detail. The system applies a cumulative numerical score. A series of hemiplegic patients has been followed from within one week post-stroke and throughout one year. When initially nearly flaccid hemiparalysis prevails, the motor recovery, if any occur, follows a definable course. The findings in this study substantiate the validity of ontogenetic principles as applicable to the assessment of motor behaviour in hemiplegic patients, and foocus the importance of early therapeutic measures against contractures.

4,540 citations


"Usability evaluation of low-cost vi..." refers background or methods in this paper

  • ...Specifically, the former two priority needs for improvement may be addressed by including clinical assessments such as the Fugl-Meyer Assessment within a game; directly linking clinical scores to qualitative descriptions of a user’s motor ability, such as by using a key form recovery map [37]; providing the user with the qualitative descriptions as feedback; and adapting the subsequent game content based on the clinical assessment results [38]....

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  • ...Upper-limb function was assessed by Fugl-Meyer Assessment [24], and scores ranged from 2 to 66 out of 66 (mean = 42)....

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  • ...The required movements of shoulder flexion or abduction, forearm rotation, and finger flexion or extension were drawn from the upper-limb Fugl-Meyer Assessment [24]....

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  • ...The technical characteristics (Figure 7(a)) included the usefulness of written instructions for game setup, usefulness of game instructions that appeared on the game screen during gameplay, game contents, device reliability (performing required function and producing same results on repeated trials), game reliability (providing scores or feedback in a consistent manner), game adaptation (changing contents according to user functional ability and improvement over time), number of difficulty levels available in the game, game realism (immersive environment with realistic displays), 3D display (as opposed to two-dimensional display), inclusion of assessment of clinical functional scores such as the Fugl-Meyer Assessment using the motion tracking devices and computer programming, and clinical evidence based on clinical trials....

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  • ...These upper-limb movements were chosen because they are typically assessed to track rehabilitation progress in people with stroke [24]....

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Journal Article
TL;DR: The house of quality as mentioned in this paper is a conceptual map that provides the means for interfunctional planning and communications, and has been used successfully by Japanese manufacturers of consumer electronics, home appliances, clothing, integrated circuits, synthetic rubber, construction equipment, and agricultural engines.
Abstract: ITT are getting started with it. Ford and General Motors use it–at Ford alone there are more than 50 applications. The “house of quality,” the basic design tool of the management approach known as quality function deployment (QFD), originated in 1972 at Mitsubishi’s Kobe shipyard site. Toyota and its suppliers then developed it in numerous ways. The house of quality has been used successfully by Japanese manufacturers of consumer electronics, home appliances, clothing, integrated circuits, synthetic rubber, construction equipment, and agricultural engines. Japanese designers use it for services like swimming schools and retail outlets and even for planning apartment layouts. A set of planning and communication routines, quality function deployment focuses and coordinates skills within an organization, first to design, then to manufacture and market goods that customers want to purchase and will continue to purchase. The foundation of the house of quality is the belief that products should be designed to reflect customers’ desires and tastes–so marketing people, design engineers, and manufacturing staff must work closely together from the time a product is first conceived. The house of quality is a kind of conceptual map that provides the means for interfunctional planning and communications. People with different

2,411 citations

Journal ArticleDOI
01 Aug 2014-Stroke
TL;DR: The incidence of stroke is likely to continue to escalate because of an expanding population of elderly Americans; a growing epidemic of diabetes, obesity, and physical inactivity among the general population; and a greater prevalence of heart failure patients.
Abstract: Purpose—This scientific statement provides an overview of the evidence on physical activity and exercise recommendations for stroke survivors. Evidence suggests that stroke survivors experience phy...

1,130 citations

Book ChapterDOI
17 Jul 2002

1,123 citations


"Usability evaluation of low-cost vi..." refers methods in this paper

  • ...The House of Quality is a design-management method to enable product design based on customers’ desires from product conception [22]....

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  • ...Technical improvement needs (technical characteristics), user expectation criteria, and the interrelationship matrix (Figure 7(a)) were determined by the authors via consensus building according to the literature [22]....

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  • ...The House of Quality has been successfully used by many major developers, including HewlettPackard, AT&T, Ford, General Motors, and Toyota [22], as well as for customized wheelchair seat design [23]....

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  • ...The House of Quality has been successfully used by many major developers, including HewlettPackard, AT&T, Ford, General Motors, and Toyota [22], as well as for customized wheelchair seat design [23]....

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