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Tangible Interactive Upper Limb Training Device

Published: 30 May 2018 Publication History

Abstract

To regain motor abilities, stroke patients should persist regular and intense rehabilitation exercises but in reality they are usually demotivated by boringness and frustration of repetitive exercises. Researches have highlighted video games-based exercise as an approach to increasing patient engagement. However, it might not be appropriate for elderly patients. They are generally not familiar with video games and as growing old, they are suffering from decreased learning ability. This project aims to provide a tangible interactive device to better assist elderly patients in the upper limb rehabilitation process. We have integrated three types of exercise (forearm, wrist and finger) into one single device and adopted physical stimulation like light, sound and vibration. Each exercise has been redesigned in order to engage and motivate patients in the recovery process.

References

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Chen, R.Q., Ma, Z.H. and Wang, M.Y., 2008. Analysis of Hospital Charges for First-ever Stroke Inpatients. Chinese Health Economics, 27(11), pp.52--54.
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Colombo, R., Pisano, F., Mazzone, A., Delconte, C., Micera, S., Carrozza, M.C., Dario, P., Minuco, G., 2007. Design strategies to improve patient motivation during robot-aided rehabilitation. Journal of neuroengineering and rehabilitation 4, 3.
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Coninx, K., De Weyer, T., Lemmens, R. and Luyten, K. 2016. ReHappy: The House Elf that serves your Rehabilitation Exercises. IN: ACM Press, pp. 2192-- 2199.
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Flores, E., Tobon, G., Cavallaro, E., Cavallaro, F.I., Perry, J.C., Keller, T., 2008. Improving patient motivation in game development for motor deficit rehabilitation, in: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology. ACM, pp. 381--384.
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Jacobs, A., Timmermans, A., Michielsen, M., Vander Plaetse, M. and Markopoulos, P. 2013. CONTRAST: gamification of arm-hand training for stroke survivors. IN: CHI'13 Extended Abstracts on Human Factors in Computing Systems. ACM, pp. 415--420.
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NHFPC, 2016. Several Opinions on Accelerating the Development of the Rehabilitation and Assistive Equipment Industry {Online} Available at: http://www.nhfpc.gov.cn/jws/s3581sg/201604/178 96806a28946e1a4a3b3446eda995b.shtml {Accessed: 2018 January 5}
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Shin, J.H., Kim, M.Y., Lee, J.Y., Jeon, Y.J., Kim, S., Lee, S., Seo, B., Choi, Y., 2016. Effects of virtual reality-based rehabilitation on distal upper extremity function and health-related quality of life: a single-blinded, randomized controlled trial. Journal of NeuroEngineering and Rehabilitation 13.
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Vandermaesen, M., De Weyer, T., Feys, P., Luyten, K. and Coninx, K. 2016. Integrating Serious Games and Tangible Objects for Functional Handgrip Training: A User Study of Handly in Persons with Multiple Sclerosis. IN: ACM Press, pp. 924--935.
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Wang, P., Koh, G.C.H., Boucharenc, C.G. and Yen, C.C. 2017. Designing Two-player Competitive Games for the Rehabilitation of Upper-Limb Motor Function after Stroke. IN: ACM Press, pp. 2201-- 2209.

Cited By

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  • (2024)Mindfulness-based Embodied Tangible Interactions for Stroke Rehabilitation at HomeProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642463(1-16)Online publication date: 11-May-2024
  • (2024)Tangible and Mid-Air Interactions in Hand-Held Augmented Reality for Upper Limb Rehabilitation: An Evaluation of User Experience and Motor PerformanceInternational Journal of Human–Computer Interaction10.1080/10447318.2024.234208940:21(6722-6739)Online publication date: 8-May-2024
  • (2023)Virtual Reality Music Instrument Playing Game for Upper Limb Rehabilitation TrainingCompanion Publication of the 25th International Conference on Multimodal Interaction10.1145/3610661.3617159(96-100)Online publication date: 9-Oct-2023
  • Show More Cited By

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    cover image ACM Conferences
    DIS '18 Companion: Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems
    May 2018
    436 pages
    ISBN:9781450356312
    DOI:10.1145/3197391
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 30 May 2018

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    Author Tags

    1. interaction design
    2. stroke rehabilitation
    3. tangible interaction
    4. training device

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    Cited By

    View all
    • (2024)Mindfulness-based Embodied Tangible Interactions for Stroke Rehabilitation at HomeProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642463(1-16)Online publication date: 11-May-2024
    • (2024)Tangible and Mid-Air Interactions in Hand-Held Augmented Reality for Upper Limb Rehabilitation: An Evaluation of User Experience and Motor PerformanceInternational Journal of Human–Computer Interaction10.1080/10447318.2024.234208940:21(6722-6739)Online publication date: 8-May-2024
    • (2023)Virtual Reality Music Instrument Playing Game for Upper Limb Rehabilitation TrainingCompanion Publication of the 25th International Conference on Multimodal Interaction10.1145/3610661.3617159(96-100)Online publication date: 9-Oct-2023
    • (2023)AI Coach: A Motor Skill Training System using Motion Discrepancy DetectionProceedings of the Augmented Humans International Conference 202310.1145/3582700.3582710(179-189)Online publication date: 12-Mar-2023
    • (2022)Interactive Story Box for Children with Cerebral PalsyCompanion of the 2022 ACM SIGCHI Symposium on Engineering Interactive Computing Systems10.1145/3531706.3536458(33-36)Online publication date: 21-Jun-2022
    • (2022)A Computer Game-based Tangible Upper Limb Rehabilitation DeviceProceedings of the 10th International Conference on Human-Agent Interaction10.1145/3527188.3563919(309-313)Online publication date: 5-Dec-2022
    • (2022)Including Grip Strength Activities into Tabletop Training EnvironmentsSmart Multimedia10.1007/978-3-031-22061-6_19(261-271)Online publication date: 14-Dec-2022
    • (2020)Tangible Interaction with Light: A ReviewMultimodal Technologies and Interaction10.3390/mti40400724:4(72)Online publication date: 5-Oct-2020
    • (2020)Gamification of Upper Limb Tangible-Wearable Rehabilitation DevicesIndustrial Engineering in the Digital Disruption Era10.1007/978-3-030-42416-9_29(328-335)Online publication date: 17-Mar-2020
    • (2019)Interactive Upper Limb Training Device for Arm-Reaching and Finger Pointing ExerciseAdjunct of the 2019 International Conference on Multimodal Interaction10.1145/3351529.3360652(1-6)Online publication date: 14-Oct-2019
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