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Mobile, Exercise-agnostic, Sensor-based Serious Games for Physical Rehabilitation at Home

Published: 18 March 2018 Publication History

Abstract

Serious games can improve the physical rehabilitation of patients with different conditions. By monitoring exercises and offering feedback, serious games promote the correct execution of exercises outside the clinic. Nevertheless, existing serious games are limited to specific exercises, which reduces their practical impact. This paper describes the design of three exercise-agnostic games, that can be used for a multitude of rehabilitation scenarios. The developed games are displayed on a smartphone and are controlled by a wearable device, containing inertial and electromyography sensors. Results from a preliminary evaluation with 10 users are discussed, together with plans for future work.

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References

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Cited By

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  • (2024)A Two-Handed Ellipsoidal Device for Interactive Grasping and Gripping Rehabilitation ExerciseCompanion Proceedings of the 2024 Conference on Interactive Surfaces and Spaces10.1145/3696762.3698049(37-41)Online publication date: 27-Oct-2024
  • (2024)Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and ReflectionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642742(1-20)Online publication date: 11-May-2024
  • (2021)Spectral Analysis of Electroencephalographic Data in Serious GamesApplied Sciences10.3390/app1106248011:6(2480)Online publication date: 10-Mar-2021
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Published In

cover image ACM Conferences
TEI '18: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction
March 2018
763 pages
ISBN:9781450355681
DOI:10.1145/3173225
Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

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Publication History

Published: 18 March 2018

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Author Tags

  1. emg
  2. health
  3. imu
  4. mobile health
  5. physical rehabilitation
  6. serious games

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TEI '18
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TEI '18 Paper Acceptance Rate 37 of 130 submissions, 28%;
Overall Acceptance Rate 393 of 1,367 submissions, 29%

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Cited By

View all
  • (2024)A Two-Handed Ellipsoidal Device for Interactive Grasping and Gripping Rehabilitation ExerciseCompanion Proceedings of the 2024 Conference on Interactive Surfaces and Spaces10.1145/3696762.3698049(37-41)Online publication date: 27-Oct-2024
  • (2024)Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and ReflectionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642742(1-20)Online publication date: 11-May-2024
  • (2021)Spectral Analysis of Electroencephalographic Data in Serious GamesApplied Sciences10.3390/app1106248011:6(2480)Online publication date: 10-Mar-2021
  • (2021)Success stories from consumer technology - helping and saving lives2021 Zooming Innovation in Consumer Technologies Conference (ZINC)10.1109/ZINC52049.2021.9499303(275-279)Online publication date: 26-May-2021
  • (2021)GAMEREHAB@HOME: A New Engineering System Using Serious Game and Multisensor Fusion for Functional Rehabilitation at HomeIEEE Transactions on Games10.1109/TG.2019.296310813:1(89-98)Online publication date: Mar-2021
  • (2020) Analysis, Design, and Prototypical Implementation of a Serious Game Reha@Stroke to Support Rehabilitation of Stroke Patients With the Help of a Mobile Phone IEEE Transactions on Games10.1109/TG.2020.301781712:4(341-350)Online publication date: Dec-2020
  • (2020)Gamification of Upper Limb Tangible-Wearable Rehabilitation DevicesIndustrial Engineering in the Digital Disruption Era10.1007/978-3-030-42416-9_29(328-335)Online publication date: 17-Mar-2020
  • (2019)Interactive Tabletop Arm Reaching ExerciseProceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3294109.3300978(423-428)Online publication date: 17-Mar-2019
  • (2019)Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer InteractionIEEE Transactions on Human-Machine Systems10.1109/THMS.2019.2919702(1-12)Online publication date: 2019
  • (2019)Reha@Stroke - A Mobile Application to Support People Suffering from a Stroke Through Their Rehabilitation2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH.2019.8882447(1-8)Online publication date: Aug-2019
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