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abstract

Interactive Upper Limb Training Device for Arm-Reaching and Finger Pointing Exercise

Published: 14 October 2019 Publication History

Abstract

In order to restore muscle strength, stroke patients should adhere to regular and intensive rehabilitation exercises, especially visually-guided reaching and pointing movements. Most of patients are very passive when using traditional tools for these repetitive training. With the intention to support multiple training exercises actively, we proposed an upper limb rehabilitation device consisting of a tabletop device and a color map. This device can guide patients to do arm-reaching exercise and finger pointing exercise at the same time. The exercise data can be recorded and sent to computer via Bluetooth to track rehabilitation progress. Compared with the traditional training methods, the device enhances the fun of training through interactive forms such as visual feedbacks (LEDs) and voice instructions. Preliminary usability testing suggested that the device is attractive to patients, and easy to understand and play.

References

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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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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. https://doi.org/10.1186/s12984-016-0125-x
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Zou Yang, Sun Jie, Lu Shiqi, Cai Ping, and Niu Shengjia. 2018. Tangible Interactive Upper Limb Training Device. In Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems (DIS '18 Companion). ACM, New York, NY, USA, 1-5.
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Yang Z, Jie S, Yanhao J, Interactive Tabletop Arm Reaching Exercise[C]//Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction. ACM, 2019: 423-428.
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Pan Wang, Gerald Choon Huat Koh, Christian Gilles Boucharenc, Tian Ma Xu, Hamasaki, and Ching Chiuan Yen. 2017. Developing a Tangible Gaming Board for Post-Stroke Upper Limb Functional Training. In Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (TEI '17). ACM, New York, NY, USA, 617-624.
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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.

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cover image ACM Conferences
ICMI '19: Adjunct of the 2019 International Conference on Multimodal Interaction
October 2019
86 pages
ISBN:9781450369374
DOI:10.1145/3351529
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 14 October 2019

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Author Tags

  1. Arm reaching
  2. Finger pointing
  3. Interactive device
  4. Stroke rehabilitation

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  • Abstract
  • Research
  • Refereed limited

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  • Key Program Special Fund in Xi?an Jiaotong-Liverpool University
  • Suzhou S&T Project-Key Industrial Technology Innovation

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ICMI '19

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Overall Acceptance Rate 453 of 1,080 submissions, 42%

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