A tangible interface and augmented reality game for facilitating sit-to-stand exercises for stroke rehabilitation

E. Ramírez, Regan Petrie, Kah Chan, N. Signal
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引用次数: 7

Abstract

This paper reports on how the design of an augmented reality (AR) exergame can facilitate engagement in independent stroke rehabilitation. Our system converted prescribed exercises (sit-to-stand) into engaging active gameplay using AR mobile technology and a proprietary designed tangible interface. Neurophysiotherapists and stroke patients tested the game's usability and the engagement strategies. We suggest that exergames facilitated by the Internet of Things (IoT) can help facilitate engagement in stroke rehabilitation therapies by incorporating meaningful play, progression and be designed under a stroke-patient friendly approach. In particular, AR can increase meaningful play by incorporating the patient's home environment, health benefit beliefs and personal preferences into the virtual gameplay. AR can facilitate and track progression as the patient recovers and improves in the game. Designing for stroke-patient friendly systems needs to consider the individual patient's physical and cognitive impairments and produce an individualised experience.
一个有形的界面和增强现实游戏,促进中风康复的坐立练习
本文报道了增强现实(AR)游戏的设计如何促进独立中风康复的参与。我们的系统使用AR移动技术和专有设计的有形界面,将规定的练习(坐到站)转化为引人入胜的主动游戏玩法。神经物理治疗师和中风患者测试了游戏的可用性和参与策略。我们建议,物联网(IoT)促进的运动游戏可以通过结合有意义的游戏、进展和中风患者友好的方法来帮助促进中风康复治疗的参与。特别是,AR可以通过将患者的家庭环境,健康益处信念和个人偏好融入虚拟游戏中来增加有意义的游戏。随着病人在游戏中的恢复和改善,AR可以促进和跟踪进展。设计对中风患者友好的系统需要考虑个体患者的身体和认知障碍,并产生个性化的体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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