{"title":"A tangible interface and augmented reality game for facilitating sit-to-stand exercises for stroke rehabilitation","authors":"E. Ramírez, Regan Petrie, Kah Chan, N. Signal","doi":"10.1145/3277593.3277635","DOIUrl":null,"url":null,"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.","PeriodicalId":129822,"journal":{"name":"Proceedings of the 8th International Conference on the Internet of Things","volume":"72 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 8th International Conference on the Internet of Things","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3277593.3277635","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.