Developing a Digital Game for Domestic Stroke Patients' Upper Extremity Rehabilitation - Design and Usability Assessment

被引:2
作者
Huang, Lan-Ling [1 ]
Chen, Mei-Hsiang [2 ]
Wang, Chao-Hua [3 ]
Lee, Chang-Franw [4 ]
机构
[1] Xiamen Univ, Tan Kah Kee Coll, Dept Art & Design, Xiamen 363105, Peoples R China
[2] Chung Shan Med Univ, Chung Shan Med Univ Hosp, Dept Occupat Therapy, Taichung 40201, Taiwan
[3] Natl Taichung Univ Sci & Technol, Dept Multimedia Design, Taichung 404, Taiwan
[4] Natl Yunlin Univ Sci & Technol, Grad Sch Design, Touliu 64002, Yunlin, Taiwan
来源
UNIVERSAL ACCESS IN HUMAN-COMPUTER INTERACTION: ACCESS TO LEARNING, HEALTH AND WELL-BEING, UAHCI 2015, PT III | 2015年 / 9177卷
关键词
Upper extremity rehabilitation; Stroke; Digital gaming design; Usability assessment;
D O I
10.1007/978-3-319-20684-4_44
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Digital games have been proven effective in upper extremity rehabilitation for stroke patients in addition to arousing higher motivation and feelings of pleasure. A well designed upper extremity rehabilitation digital game should intentionally meet the purpose of rehabilitation. Therefore, it is desirable to dmestically develop digital upper extremity rehabilitation games for the local hospitals as well as individual users. We are proposing this research to develop such digital games for rehabilitation and their feasibility assessment. A questionnaire was designed to evaluate the usability and feasibility associated with using this game. The results of this study can be summarized as follows: (1) the set of upper extremity rehabilitation game was named as upper extremity rehabilitation gardening game (UERG game). It is special designed for domestic stroke patients. (2) This UERG game uses Kinect's skeletal tracking features and motion sensor to interaction with patients. (3) design features are as following: game contents include three difficult levels according to different upper limb motor function recovery stages; to record user's motor performance; to provide feedback information (for example: to record the completed the task time and to detect whether the user has compensatory action, etc.). (4) A total of 10 patients to assess this set of games. The results showed that 90 % of patients reported that using UERG game in treatment increased their treatment motivation.; 70 % of them reported that this games is very interactive; 80 % patients considered this game is conducive to recovery their upper extremity functions; 80 % patients considered the feedback information provided help them to understand their performance in each session after training; 60 % patients indicated the game interfaces were easy to operate and learning; 90 % of patients reported that this game is enjoyment and satisfied with this game for rehabilitation. They are willing to continue to use.
引用
收藏
页码:454 / 461
页数:8
相关论文
共 11 条
  • [1] Chen M. H., 2014, P IARIA, P371
  • [2] Davis F.D., 1986, TECHNOLOGY ACCEPTANC
  • [3] Jacobs K., 2008, Ergonomics for Therapists, V3rd
  • [4] Lee C.F., 2010, J SCI TECHNOLOGY HUM, V19, P103
  • [5] Relf P.D., 1995, TECHNOLOGY, V5, P94
  • [6] Relf Paula Diane, 2005, Pediatr Rehabil, V8, P235
  • [7] RELF PD, 1973, J REHABIL, V39, P27
  • [8] Effectiveness of Virtual Reality Using Wii Gaming Technology in Stroke Rehabilitation A Pilot Randomized Clinical Trial and Proof of Principle
    Saposnik, Gustavo
    Teasell, Robert
    Mamdani, Muhammad
    Hall, Judith
    McIlroy, William
    Cheung, Donna
    Thorpe, Kevin E.
    Cohen, Leonardo G.
    Bayley, Mark
    [J]. STROKE, 2010, 41 (07) : 1477 - 1484
  • [9] Soderback Ingrid, 2004, Pediatr Rehabil, V7, P245, DOI 10.1080/13638490410001711416
  • [10] Swarner K.A., 1992, BRUNSTROMS MOVEMENT