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Integrating Serious Games and Tangible Objects for Functional Handgrip Training: A User Study of Handly in Persons with Multiple Sclerosis.

Published: 04 June 2016 Publication History

Abstract

We present Handly, an integrated upper-limb rehabilitation system for persons with a neurological disorder. Handly consists of tangibles for training four hand tasks with specific functional handgrips and a motivational game. These persons need intensive personalized therapy in order to sustain or enhance their abilities and aptitude in daily activities. Conventional approaches require intense support by a therapist or usage of expensive robots, both of which are not a sustainable model of training. Handly combines tangibles specifically designed for repetitive task-oriented motor skill training of typical daily activities with serious gaming, thus offering a comprehensive approach. A feedback mechanism guides the user and an accessible game environment stimulates individual training. We performed an initial evaluation of Handly with eight persons with Multiple Sclerosis. We show that a tangible-virtual environment for intensive upper-limb rehabilitation is feasible and that this approach is highly appreciated by the patients.

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References

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cover image ACM Conferences
DIS '16: Proceedings of the 2016 ACM Conference on Designing Interactive Systems
June 2016
1374 pages
ISBN:9781450340311
DOI:10.1145/2901790
Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 04 June 2016

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Author Tags

  1. handgrip tasks
  2. neurorehabilitation
  3. occupational therapy
  4. pervasive serious games
  5. tangible objects

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DIS '16: Designing Interactive Systems Conference 2016
June 4 - 8, 2016
QLD, Brisbane, Australia

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DIS '16 Paper Acceptance Rate 107 of 418 submissions, 26%;
Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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  • (2023)Design, Implementation, and Early Experimentation of a Music Tangible User Interface for Elderly People RehabilitationComputer-Human Interaction Research and Applications10.1007/978-3-031-41962-1_6(108-129)Online publication date: 24-Aug-2023
  • (2023)Music Tangible User Interfaces and Vulnerable Users: State of the Art and ExperimentationComputer-Human Interaction Research and Applications10.1007/978-3-031-41962-1_1(1-25)Online publication date: 24-Aug-2023
  • (2022)A systematic mapping study on digital game adaptation dimensionsProceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems10.1145/3554364.3559122(1-14)Online publication date: 17-Oct-2022
  • (2022)Including Grip Strength Activities into Tabletop Training EnvironmentsSmart Multimedia10.1007/978-3-031-22061-6_19(261-271)Online publication date: 25-Aug-2022
  • (2021)Segara: Integrating Serious Games and Handgrip for Hand Rehabilitation in Rheumatoid Arthritis PatientsProceedings of the Ninth International Symposium of Chinese CHI10.1145/3490355.3490366(101-104)Online publication date: 16-Oct-2021
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