Matt Simkins1, Irina Fedulow2, Hyunchul Kim1, Gary Abrams3, Nancy Byl2,4, Jacob Rosen1. 1. 1 Department of Computer Engineering, University of California at Santa Cruz , Santa Cruz, California. 2. 2 Department of Physical Therapy and Rehabilitation Science, University of California at San Francisco , San Francisco, California. 3. 3 Department of Neurology, University of California at San Francisco , San Francisco, California. 4. 4 UCSF Physical Therapy Health and Wellness Center , Mission Bay, San Francisco, California.
Abstract
OBJECTIVE: This study investigates games intended for use with an upper-limb exoskeleton robot operated unilaterally and bilaterally. Games are evaluated in terms of usability and preference for stroke survivors. Game design considerations relating to the human to machine interface, are also discussed. SUBJECTS AND METHODS: Ten hemiparetic stroke survivors completed 12 90-minute sessions using an upper-limb robotic exoskeleton unilaterally and bilaterally. During the sessions subjects played seven different games designed for rehabilitation. At the conclusion of their sessions subjects completed an 83-question survey. RESULTS: Subjects preferred static games to dynamic games. Preferred games elicited greater effort. CONCLUSIONS: Intermediate goals in addition to ultimate goals should be set with both static and dynamic games such that even with the patient's limited range of motion, speed, or coordination, the game should be playable and provide a sense of accomplishment to the patient. Marking the games' ultimate goals that can be accomplished only by healthy subjects, such as range of motion and workspace, provide references and encouragement to the patient for improving motor control and performance through the process of playing the game.
OBJECTIVE: This study investigates games intended for use with an upper-limb exoskeleton robot operated unilaterally and bilaterally. Games are evaluated in terms of usability and preference for stroke survivors. Game design considerations relating to the human to machine interface, are also discussed. SUBJECTS AND METHODS: Ten hemiparetic stroke survivors completed 12 90-minute sessions using an upper-limb robotic exoskeleton unilaterally and bilaterally. During the sessions subjects played seven different games designed for rehabilitation. At the conclusion of their sessions subjects completed an 83-question survey. RESULTS: Subjects preferred static games to dynamic games. Preferred games elicited greater effort. CONCLUSIONS: Intermediate goals in addition to ultimate goals should be set with both static and dynamic games such that even with the patient's limited range of motion, speed, or coordination, the game should be playable and provide a sense of accomplishment to the patient. Marking the games' ultimate goals that can be accomplished only by healthy subjects, such as range of motion and workspace, provide references and encouragement to the patient for improving motor control and performance through the process of playing the game.
Authors: Francesco Zanatta; Anna Giardini; Antonia Pierobon; Marco D'Addario; Patrizia Steca Journal: BMC Health Serv Res Date: 2022-04-20 Impact factor: 2.908