2016 38th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC) 2016
DOI: 10.1109/embc.2016.7591774
|View full text |Cite
|
Sign up to set email alerts
|

Design and pilot evaluation of competitive and cooperative exercise games for arm rehabilitation at home

Abstract: People with chronic arm impairment should exercise intensely at home after completing their clinical rehabilitation program, but frequently lack motivation. To address this issue, we present a home rehabilitation system that motivates patients by allowing them to perform arm exercises together with friends or relatives in competitive and cooperative games. Inertial sensors are used to track the patient’s arm and control the game. The system was tested with seven adults with arm impairment as well as their frie… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
15
0

Year Published

2019
2019
2024
2024

Publication Types

Select...
5
1
1

Relationship

0
7

Authors

Journals

citations
Cited by 36 publications
(15 citation statements)
references
References 18 publications
0
15
0
Order By: Relevance
“…Motivation was also described as a rationale for use of VR/AVG interventions for its potential to increase training intensity, influencing motor learning and neuroplasticity [20, 39, 4145, 49, 60]. The ability to motivate clients in this way was identified as unique to this treatment method [40, 42, 45, 48]. Rationales presented for VR/AVG use included the potential to engage and motivate users by involving them in game selection [20] or individualization of game features [46], the ability to elicit multiplayer competition or cooperation [39, 44, 48] the provision of individualized challenge [21, 44, 48, 54, 57], and the delivery of feedback [43, 45, 50, 53, 61, 62, 73] or of a rewarding sense of achievement [45, 55].…”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“…Motivation was also described as a rationale for use of VR/AVG interventions for its potential to increase training intensity, influencing motor learning and neuroplasticity [20, 39, 4145, 49, 60]. The ability to motivate clients in this way was identified as unique to this treatment method [40, 42, 45, 48]. Rationales presented for VR/AVG use included the potential to engage and motivate users by involving them in game selection [20] or individualization of game features [46], the ability to elicit multiplayer competition or cooperation [39, 44, 48] the provision of individualized challenge [21, 44, 48, 54, 57], and the delivery of feedback [43, 45, 50, 53, 61, 62, 73] or of a rewarding sense of achievement [45, 55].…”
Section: Resultsmentioning
confidence: 99%
“…Motivation, enjoyment and engagement were the only constructs described under this theme. Engagement and motivation were described as contributing to intervention success by promoting adherence and contributing to a higher training intensity [20, 41, 43, 47, 48, 52, 55, 58] as well as by distracting participants’from therapeutic intent [50, 60]. For example, Lewis et al [68] state that “the level of engagement and motivation in performing tasks is posited as factor in determining the success of rehabilitation interventions using VR” .…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Patients undergoing physical rehabilitation have shown a strong preference toward exercise embedded with citizen science and were more likely to repeat it at the cost of their time commitment [19]. Although social interactions hold potential to further increase patients’ engagement in rehabilitation [30,57], the modality in which they are framed could widely shape the outcomes of the treatment [84]. In this study, we attempted to elucidate the influence of computer-mediated cooperation on motor performance during a citizen science activity, mediated by a low-cost haptic device.…”
Section: Discussionmentioning
confidence: 99%
“…The mere interaction with inanimate socially assistive robots was demonstrated to increase patients’ engagement in therapy and alleviate their feelings of stress and depression [52-54]. Building on this evidence, interhuman social interactions were introduced between the patient and their practitioner [52,55,56] and subsequently extended to include interactions with relatives and friends, and even strangers [30,52,57-59]. In all cases, patients expressed a strong preference to perform exercise with another person rather than alone and with a human partner rather than a virtual one [30,57,60].…”
Section: Introductionmentioning
confidence: 99%