Activities and Evaluations for Technology-Based Upper Extremity Rehabilitation

Recent advances in projection and sensing have resulted in an increased adoption of virtual reality, video games, and interactive interfaces to improve patient compliance with rehabilitation programs. In this chapter, we describe the application of multi-touch tabletop surfaces to physical and occupational rehabilitation programs that are focused on the upper extremities. First, we detail the participatory design processes undertaken with local physical and occupational therapists to design and integrate a ‘patientfriendly’ multi-touch tabletop system in their workplace. We then explore the design considerations that informed the development of a suite of sixteen multi-touch interactive activities. The design considerations highlighted the need for customization and flexibility in the software, as well as the importance of supporting a variety of activity types. We then detail the laboratory-based methods that were used to evaluate the efficacy of the activity interventions as well as our deployment of the system in a local rehabilitation hospital. Our evaluation, which employed both qualitative and quantitative components (i.e., the Intrinsic Motivation Inventory, semi-structured interviews, kinetics and kinematics recorded from motion trackers and an electromyogram recorder), determined that it is the design of activities, rather than the utilization of technology itself, that impacts the success of technology-assisted rehabilitation. The chapter concludes with a discussion of the implications of our system and its deployment. Activities and Evaluations for Technology-Based Upper Extremity Rehabilitation

[1]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[2]  Christian Berger-Vachon Virtual Reality and Disability , 2006 .

[3]  M.K. O'Malley,et al.  Design of a haptic arm exoskeleton for training and rehabilitation , 2006, IEEE/ASME Transactions on Mechatronics.

[4]  Sergi Jordà,et al.  The reacTable: exploring the synergy between live music performance and tabletop tangible interfaces , 2007, TEI.

[5]  Gerard Jounghyun Kim,et al.  A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy , 2005, Presence: Teleoperators & Virtual Environments.

[6]  Daisuke Sakamoto,et al.  CRISTAL, control of remotely interfaced systems using touch-based actions in living spaces , 2009, SIGGRAPH '09.

[7]  Anoop Gupta,et al.  The pen is mightier: understanding stylus behaviour while inking on tablets , 2014, Graphics Interface.

[8]  E. Taub,et al.  Constraint-Induced Movement Therapy: a new family of techniques with broad application to physical rehabilitation--a clinical review. , 1999, Journal of rehabilitation research and development.

[9]  Yao-Jen Chang,et al.  A Kinect-based system for physical rehabilitation: a pilot study for young adults with motor disabilities. , 2011, Research in developmental disabilities.

[10]  Laehyun Kim,et al.  Development of a cognitive assessment tool and training systems for elderly cognitive impairment , 2013, 2013 7th International Conference on Pervasive Computing Technologies for Healthcare and Workshops.

[11]  Walter F. Bischof,et al.  Using a multi-touch tabletop for upper extremity motor rehabilitation , 2009, OZCHI '09.

[12]  Suleman Shahid,et al.  Designing and evaluating the tabletop game experience for senior citizens , 2008, NordiCHI.

[13]  D. Rand,et al.  The Sony PlayStation II EyeToy: Low-Cost Virtual Reality for Use in Rehabilitation , 2008, Journal of neurologic physical therapy : JNPT.

[14]  Paolo Bonato,et al.  Upper extremity rehabilitation of children with cerebral palsy using accelerometer feedback on a multitouch display , 2010, 2010 Annual International Conference of the IEEE Engineering in Medicine and Biology.

[15]  Mirjam Augstein,et al.  The Usability of a Tabletop Application for Neuro-Rehabilitation from Therapists' Point of View , 2014, ITS '14.

[16]  M. Zancanaro,et al.  Increasing social engagement in children with high-functioning autism spectrum disorder using collaborative technologies in the school environment , 2013, Autism : the international journal of research and practice.

[17]  Tobias Isenberg,et al.  Supporting sandtray therapy on an interactive tabletop , 2010, CHI.

[18]  Terry E. Duncan,et al.  Psychometric properties of the Intrinsic Motivation Inventory in a competitive sport setting: a confirmatory factor analysis. , 1989, Research quarterly for exercise and sport.

[19]  Mirjam Augstein,et al.  The fun.tast.tisch. project: a novel approach to neuro-rehabilitation using an interactive multiuser multitouch tabletop , 2013, ITS.

[20]  Panos Markopoulos,et al.  CONTRAST: gamification of arm-hand training for stroke survivors , 2013, CHI Extended Abstracts.

[21]  Cristina V. Lopes,et al.  Comparing direct and indirect interaction in stroke rehabilitation , 2014, CHI Extended Abstracts.

[22]  M. Guglielmetti,et al.  A virtual tabletop workspace for upper-limb rehabilitation in Traumatic Brain Injury (TBI): A multiple case study evaluation , 2008, 2008 Virtual Rehabilitation.

[23]  Luciano Gamberini,et al.  Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people , 2009, 2009 2nd Conference on Human System Interactions.

[24]  Jefferson Y. Han Low-cost multi-touch sensing through frustrated total internal reflection , 2005, UIST.

[25]  James D. Hollan,et al.  Direct Manipulation Interfaces , 1985, Hum. Comput. Interact..

[26]  Emilio Bizzi,et al.  Virtual-Environment-Based Telerehabilitation in Patients with Stroke , 2005, Presence: Teleoperators & Virtual Environments.

[27]  Laehyun Kim,et al.  E-CORE (Embodied COgnitive REhabilitation): A Cognitive Rehabilitation System Using Tangible Tabletop Interface , 2013 .

[28]  Trent Apted,et al.  Tabletop sharing of digital photographs for the elderly , 2006, CHI.

[29]  Orit Shaer,et al.  G-nome surfer: a tabletop interface for collaborative exploration of genomic data , 2010, CHI.

[30]  W. McIlroy,et al.  Effectiveness of Virtual Reality Using Wii Gaming Technology in Stroke Rehabilitation: A Pilot Randomized Clinical Trial and Proof of Principle , 2010, Stroke.

[31]  J. Deutsch,et al.  Use of a Low-Cost, Commercially Available Gaming Console (Wii) for Rehabilitation of an Adolescent With Cerebral Palsy , 2008, Physical Therapy.

[32]  A Villringer,et al.  Constraint-induced movement therapy for motor recovery in chronic stroke patients. , 1999, Archives of physical medicine and rehabilitation.

[33]  Elina Vartiainen,et al.  An interactive surface solution to support collaborative work onboard ships , 2013, ITS.

[34]  V Popescu,et al.  Virtual reality-based orthopedic telerehabilitation. , 2000, IEEE transactions on rehabilitation engineering : a publication of the IEEE Engineering in Medicine and Biology Society.

[35]  M. Holden,et al.  Telerehabilitation Using a Virtual Environment Improves Upper Extremity Function in Patients With Stroke , 2007, IEEE Transactions on Neural Systems and Rehabilitation Engineering.

[36]  Shumin Zhai,et al.  Performance evaluation of input devices in trajectory-based tasks: an application of the steering law , 1999, CHI '99.