2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) 2016
DOI: 10.1109/ismar-adjunct.2016.0050
|View full text |Cite
|
Sign up to set email alerts
|

A Haptic Serious Augmented Reality Game for Motor Assessment of Parkinson's Disease Patients

Abstract: In the clinical community there is a need for assessment tools that allow for objective, quantitative and valid measures of motor dysfunction. In this paper, we report on the design and evaluation of a serious game that engages patients with Parkinson's disease in upper extremity (hand/arm) movements. The game employs augmented reality to show virtual movement targets, i.e. candies falling from a conveyor belt, and a haptic game controller to catch the candies, that is able to acquire quantitative data about t… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
11
0
3

Year Published

2017
2017
2022
2022

Publication Types

Select...
5
2
2

Relationship

2
7

Authors

Journals

citations
Cited by 21 publications
(14 citation statements)
references
References 7 publications
0
11
0
3
Order By: Relevance
“…12 Most studies exploring haptic vest usage have either focused on the development process of the equipment or the development of applications relating to the use of haptic feedback for the navigation and guidance of users in unknown environments using vibrotactile stimulation or thermal actuators. 13 Haptic vests have been used in a number of different training scenarios, including tactical training, 14 medicine, 15 rehabilitation, 16 and serious games used in learning environments. 17 It is believed that the appropriate haptic pattern of a vibration produced by a haptic vest may be an important factor in improving the level of realism provided for the user.…”
Section: Related Workmentioning
confidence: 99%
“…12 Most studies exploring haptic vest usage have either focused on the development process of the equipment or the development of applications relating to the use of haptic feedback for the navigation and guidance of users in unknown environments using vibrotactile stimulation or thermal actuators. 13 Haptic vests have been used in a number of different training scenarios, including tactical training, 14 medicine, 15 rehabilitation, 16 and serious games used in learning environments. 17 It is believed that the appropriate haptic pattern of a vibration produced by a haptic vest may be an important factor in improving the level of realism provided for the user.…”
Section: Related Workmentioning
confidence: 99%
“…Following experiments with healthy users [8], [16], we conducted a study that specifically explored the usability and engagement of different puzzle types (colors/images), interaction modalities (grasping/pointing) and presence of visual feedback of virtual hand (yes/no) in augmented reality. In this study, 20 patients (10 PD patients and 10 stroke patients) performed hand/arm movement tasks in four different conditions in AR and one condition in real world (see Figure 2).…”
Section: User Studiesmentioning
confidence: 99%
“…The development of any system for the management of biomedical data should be followed by evaluating its usability, which aims to understand whether a such system is easy to use and has the appropriate functionality for the users. A method commonly employed to assess usability is the System Usability Scale (SUS), which has been applied in several situations such as the evaluation of a mobile application that helps to improve gait in people with PD (Garzo et al, 2018), an augmented reality game to evaluate the extremity of upper limb impairment in stroke (Bank et al, 2018) and PD patients (Bank et al, 2018;Van der Meulen et al, 2016), evaluating a mobile application for mental health monitoring that collect physiological signals, activity, and environmental data (Kamdar & Wu, 2016), testing the usability of augmented reality software in food advertising via smartphone (Wijaya, Munandar & Utaminingrum, 2019), learning evaluation of a management web system (Katsanos, Tselios & Xenos, 2012), evaluation of a multimedia interface for learning English (Devy, Wibirama & Santosa, 2018), and also to test e-commerce application on smartphones (Indriana & Adzani, 2017).…”
Section: Introductionmentioning
confidence: 99%