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The work depicted here was sponsored by the U.S. Army. Statements and opinions expressed do not necessarily
reflect the position or the policy of the United States Government, and no official endorsement should be inferred.
Rachel Proffitt, OTD, OTR/L
Assistant Professor of Clinical Occupational
Therapy
Division of Occupational Science and
Occupational Therapy
University of Southern California
ONE GAME, MANY USERS
Inclusive Design of Interactive
Technologies for Rehabilitation
Acknowledgments
 U.S. Army Research Lab SFC Paul Ray Smith, Simulation and
Training Technology Center (STTC), the Telemedicine and
Advanced Technology Research Center (TATRC) at the US Army
Medical Research and Materiel Command (USAMRMC) (W911NF-
04-D-0005) (PI: Lange)
 National Institute on Disability and Rehabilitation Research (NIDRR)
grant: Optimizing Participation Through Technology: Rehabilitation
Engineering Research Center (OPTT:RERC) (PI: Winstein)
(H133E080024)
 NIH T32 Institutional Postdoctoral Training Grant- TREET: Training
in Rehabilitation Efficacy and Effectiveness Trials (5T32HD064578-
02) (PI: Clark)
 Division of Occupational Science and Occupational Therapy,
Herman Ostrow School of Dentistry, University of Southern
California
Game-Based Rehabilitation
4
• Neuroplasticity
• Motor Learning/
Motor Control
Principles
Traditional
Therapy
• Wii-Fit
• Wii-Motion Plus
• EyeToy
• DDR
Wii-Hab
5
What is the quality of movement we are
asking our clients to do?
6
User Testing: Challenges with Off-Shelf-Devices
Level Difficulty
Compensatory Movements
Graphics
Feedback
Data Management
Dynamic
Difficulty
Adjustment
7
• Neuroplasticity
• Motor Learning/
Motor Control
Principles
Traditional
Therapy
• Game Design
• Learning Theories
• Game Play
mechanics
Research and
Development • Wii-hab
• Telemedicine
• Rehab Games
• Virtual Reality
Game-Based
Rehab
• Stakeholders
• Needs Assessment
• Focus Groups
• Usability Testing
Testing
•Pilot Studies
•Case
Controlled
Trials
•Cohort
Studies
•RCTs
Evidence
The process
9
Initial Injury
Family and Friends
Timing of Therapy
Skillful Clinicians
Successful Rehabilitation Depends On:
10
Key Stakeholders & User Centered Design
 Patients
 Clinicians
 Occupational Therapists
 Physical Therapists
 Speech Therapists
 Psychiatrist/Neuropsychiatrists
 Physicians/PM&R/Physiatry
 Caregivers
 Family
 Friends
 Paid/unpaid
11
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
12
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
13
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
14
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
15
Focus Group Protocol
 Clinicians
 Current patient populations
 Current rehabilitation protocols
 Use of technology with patients
 Issues with current rehabilitation protocols
 Feedback on game concepts
 Ideas for tasks within game-based tool
 Patient / Client and Caregiver groups
 Current exercise protocols
 Lifestyle and recreational activities
 Social and community participation
 Barriers to exercise and aging with/into disability
 Thoughts on use of technology in the clinic/home
 Feedback on game concepts
 Ideas for maintaining motivation
16
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
17
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
18
Demographics
Common Data Element
Structured Interview
Game Play
 Overall perception of the game
 Overall perception of the technology
 Instructions
 Game elements
 Comparison to current exercise program
 Game Ideas
 Future use of game
User Testing Protocol
19
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
20
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
21
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
22
Tracking Wheelchair Users
23
Tracking User when Clinician is Present
24
User Feedback in the Clinic
Iterative User Group Feedback during Design Process
25
Collaborative Partners and Test Sites
The Game
27
Microsoft Kinect Sensor
Field-of-view: 58 degrees horizontal and 45 degrees vertical
Resolution: 640x480 at 30
frames per second.
28
Microsoft Kinect Skeletal Tracking
34
Game-based rehabilitation tool
 Tailored to individual level of ability
 Option for individualized exercise prescription
 Interchangeable graphics and environments
 After action review and data management
35
Calibration
36
Performance Results
38
Jewel Mine: Stepwise menus
39
Jewel Mine: Avatar Representation
40
Jewel Mine: Game Options
41
Jewel Mine: Game Options
43
44
45
Evaluation
47
Case-study Clinical Setting
 68 yo female with Parkinsonism (onset in 2009)
 Intervention Dose: 8 x 1-hour sessions over 4 weeks
 Customized JewelMine Intervention
 Cross body and backwards reaching interventions
 Dual tasking with Simon game
 Calibration to patient’s limits of stability
 Clinician programmed gem number/ sequence
 Forward functional reach
 Improved from 6 inches to 9.5 inches
 Maintained at 4 week follow-up: 9.25 inch
 Number of falls between Pre and Post testing
 6 falls reported - None during reaching, turning or dual tasking
Case Study & Case Series: Home Setting
 55 year old Male, 39 months post-Stroke (left hemiparesis)
 Intervention Dose: 30-90 minutes/day, 3-7 days/wk – Total 6 weeks
 Customized JewelMine Intervention
 Sitting, Sit to stand, Step up
 Standing right and left, Standing right hand only
 Standing with leg exercises Monitor
Kinect Sensor
Laptop
Wireless
Mouse
49
Real World Comparison: Community Dwelling Older
Adults
• Understood the importance of exercise in
maintaining function and health
(Proffitt & Lange, 2013)
• Perceived virtual environments as more engaging
than real environments for reaching tasks
(Proffitt et al., in press)
• Virtual environments required more attentional
demand than real environments
(Chen et al., in submission)
• Used different reaching strategies in virtual
environments compared to real environments
(Wade et al., in submission)
• Sample of 30 older adults
• Age: 75.2±8.6yrs (range = 59-92)
• Right hand dominant
• 2 x 2 cross-sectional design
• 2 task conditions (virtual and real targets)
• 2 postural demands (standing and stepping)
The future
51
Clinical Research – Clinic and Home Settings
 Phase II Clinical Trial
 Collaborations!
 Provide feedback and assist with future
development
 Independent or collaborative studies with
different clinical populations
Rachel Proffitt - One Game, Many Users

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Rachel Proffitt - One Game, Many Users

  • 1. The work depicted here was sponsored by the U.S. Army. Statements and opinions expressed do not necessarily reflect the position or the policy of the United States Government, and no official endorsement should be inferred. Rachel Proffitt, OTD, OTR/L Assistant Professor of Clinical Occupational Therapy Division of Occupational Science and Occupational Therapy University of Southern California ONE GAME, MANY USERS Inclusive Design of Interactive Technologies for Rehabilitation
  • 2. Acknowledgments  U.S. Army Research Lab SFC Paul Ray Smith, Simulation and Training Technology Center (STTC), the Telemedicine and Advanced Technology Research Center (TATRC) at the US Army Medical Research and Materiel Command (USAMRMC) (W911NF- 04-D-0005) (PI: Lange)  National Institute on Disability and Rehabilitation Research (NIDRR) grant: Optimizing Participation Through Technology: Rehabilitation Engineering Research Center (OPTT:RERC) (PI: Winstein) (H133E080024)  NIH T32 Institutional Postdoctoral Training Grant- TREET: Training in Rehabilitation Efficacy and Effectiveness Trials (5T32HD064578- 02) (PI: Clark)  Division of Occupational Science and Occupational Therapy, Herman Ostrow School of Dentistry, University of Southern California
  • 4. 4 • Neuroplasticity • Motor Learning/ Motor Control Principles Traditional Therapy • Wii-Fit • Wii-Motion Plus • EyeToy • DDR Wii-Hab
  • 5. 5 What is the quality of movement we are asking our clients to do?
  • 6. 6 User Testing: Challenges with Off-Shelf-Devices Level Difficulty Compensatory Movements Graphics Feedback Data Management Dynamic Difficulty Adjustment
  • 7. 7 • Neuroplasticity • Motor Learning/ Motor Control Principles Traditional Therapy • Game Design • Learning Theories • Game Play mechanics Research and Development • Wii-hab • Telemedicine • Rehab Games • Virtual Reality Game-Based Rehab • Stakeholders • Needs Assessment • Focus Groups • Usability Testing Testing •Pilot Studies •Case Controlled Trials •Cohort Studies •RCTs Evidence
  • 9. 9 Initial Injury Family and Friends Timing of Therapy Skillful Clinicians Successful Rehabilitation Depends On:
  • 10. 10 Key Stakeholders & User Centered Design  Patients  Clinicians  Occupational Therapists  Physical Therapists  Speech Therapists  Psychiatrist/Neuropsychiatrists  Physicians/PM&R/Physiatry  Caregivers  Family  Friends  Paid/unpaid
  • 11. 11 Functional tasks (motor, sensory, cognitive) that need to be included in the game Is there something that already exists? (off the shelf or developed in our lab: what technologies (hardware) is available and what games are available?) Yes No FOCUS GROUP: What are the user’s thoughts about the current games? How do they interact with these games? What are the user’s thoughts about aspects that could be added to the game? FOCUS GROUP: User’s thoughts on their impairment and associated therapy? User’s suggestions for game play characteristics, mechanics and goals? GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements, hardware is designed and games are designed. These games are designed using the Iterative design process (outlined by Fullerton et al 2004). This iterative design process involves input from user groups throughout the process. USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games. REVISIONS: Games and hardware revised based on user feedback. CLINIC BASED ASSESSMENT
  • 12. 12 Functional tasks (motor, sensory, cognitive) that need to be included in the game Is there something that already exists? (off the shelf or developed in our lab: what technologies (hardware) is available and what games are available?) Yes No FOCUS GROUP: What are the user’s thoughts about the current games? How do they interact with these games? What are the user’s thoughts about aspects that could be added to the game? FOCUS GROUP: User’s thoughts on their impairment and associated therapy? User’s suggestions for game play characteristics, mechanics and goals? GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements, hardware is designed and games are designed. These games are designed using the Iterative design process (outlined by Fullerton et al 2004). This iterative design process involves input from user groups throughout the process. USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games. REVISIONS: Games and hardware revised based on user feedback. CLINIC BASED ASSESSMENT
  • 13. 13 Functional tasks (motor, sensory, cognitive) that need to be included in the game Is there something that already exists? (off the shelf or developed in our lab: what technologies (hardware) is available and what games are available?) Yes No FOCUS GROUP: What are the user’s thoughts about the current games? How do they interact with these games? What are the user’s thoughts about aspects that could be added to the game? FOCUS GROUP: User’s thoughts on their impairment and associated therapy? User’s suggestions for game play characteristics, mechanics and goals? GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements, hardware is designed and games are designed. These games are designed using the Iterative design process (outlined by Fullerton et al 2004). This iterative design process involves input from user groups throughout the process. USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games. REVISIONS: Games and hardware revised based on user feedback. CLINIC BASED ASSESSMENT
  • 14. 14 Functional tasks (motor, sensory, cognitive) that need to be included in the game Is there something that already exists? (off the shelf or developed in our lab: what technologies (hardware) is available and what games are available?) Yes No FOCUS GROUP: What are the user’s thoughts about the current games? How do they interact with these games? What are the user’s thoughts about aspects that could be added to the game? FOCUS GROUP: User’s thoughts on their impairment and associated therapy? User’s suggestions for game play characteristics, mechanics and goals? GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements, hardware is designed and games are designed. These games are designed using the Iterative design process (outlined by Fullerton et al 2004). This iterative design process involves input from user groups throughout the process. USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games. REVISIONS: Games and hardware revised based on user feedback. CLINIC BASED ASSESSMENT
  • 15. 15 Focus Group Protocol  Clinicians  Current patient populations  Current rehabilitation protocols  Use of technology with patients  Issues with current rehabilitation protocols  Feedback on game concepts  Ideas for tasks within game-based tool  Patient / Client and Caregiver groups  Current exercise protocols  Lifestyle and recreational activities  Social and community participation  Barriers to exercise and aging with/into disability  Thoughts on use of technology in the clinic/home  Feedback on game concepts  Ideas for maintaining motivation
  • 16. 16 Functional tasks (motor, sensory, cognitive) that need to be included in the game Is there something that already exists? (off the shelf or developed in our lab: what technologies (hardware) is available and what games are available?) Yes No FOCUS GROUP: What are the user’s thoughts about the current games? How do they interact with these games? What are the user’s thoughts about aspects that could be added to the game? FOCUS GROUP: User’s thoughts on their impairment and associated therapy? User’s suggestions for game play characteristics, mechanics and goals? GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements, hardware is designed and games are designed. These games are designed using the Iterative design process (outlined by Fullerton et al 2004). This iterative design process involves input from user groups throughout the process. USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games. REVISIONS: Games and hardware revised based on user feedback. CLINIC BASED ASSESSMENT
  • 17. 17 Functional tasks (motor, sensory, cognitive) that need to be included in the game Is there something that already exists? (off the shelf or developed in our lab: what technologies (hardware) is available and what games are available?) Yes No FOCUS GROUP: What are the user’s thoughts about the current games? How do they interact with these games? What are the user’s thoughts about aspects that could be added to the game? FOCUS GROUP: User’s thoughts on their impairment and associated therapy? User’s suggestions for game play characteristics, mechanics and goals? GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements, hardware is designed and games are designed. These games are designed using the Iterative design process (outlined by Fullerton et al 2004). This iterative design process involves input from user groups throughout the process. USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games. REVISIONS: Games and hardware revised based on user feedback. CLINIC BASED ASSESSMENT
  • 18. 18 Demographics Common Data Element Structured Interview Game Play  Overall perception of the game  Overall perception of the technology  Instructions  Game elements  Comparison to current exercise program  Game Ideas  Future use of game User Testing Protocol
  • 19. 19 Functional tasks (motor, sensory, cognitive) that need to be included in the game Is there something that already exists? (off the shelf or developed in our lab: what technologies (hardware) is available and what games are available?) Yes No FOCUS GROUP: What are the user’s thoughts about the current games? How do they interact with these games? What are the user’s thoughts about aspects that could be added to the game? FOCUS GROUP: User’s thoughts on their impairment and associated therapy? User’s suggestions for game play characteristics, mechanics and goals? GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements, hardware is designed and games are designed. These games are designed using the Iterative design process (outlined by Fullerton et al 2004). This iterative design process involves input from user groups throughout the process. USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games. REVISIONS: Games and hardware revised based on user feedback. CLINIC BASED ASSESSMENT
  • 20. 20 Functional tasks (motor, sensory, cognitive) that need to be included in the game Is there something that already exists? (off the shelf or developed in our lab: what technologies (hardware) is available and what games are available?) Yes No FOCUS GROUP: What are the user’s thoughts about the current games? How do they interact with these games? What are the user’s thoughts about aspects that could be added to the game? FOCUS GROUP: User’s thoughts on their impairment and associated therapy? User’s suggestions for game play characteristics, mechanics and goals? GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements, hardware is designed and games are designed. These games are designed using the Iterative design process (outlined by Fullerton et al 2004). This iterative design process involves input from user groups throughout the process. USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games. REVISIONS: Games and hardware revised based on user feedback. CLINIC BASED ASSESSMENT
  • 21. 21 Functional tasks (motor, sensory, cognitive) that need to be included in the game Is there something that already exists? (off the shelf or developed in our lab: what technologies (hardware) is available and what games are available?) Yes No FOCUS GROUP: What are the user’s thoughts about the current games? How do they interact with these games? What are the user’s thoughts about aspects that could be added to the game? FOCUS GROUP: User’s thoughts on their impairment and associated therapy? User’s suggestions for game play characteristics, mechanics and goals? GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements, hardware is designed and games are designed. These games are designed using the Iterative design process (outlined by Fullerton et al 2004). This iterative design process involves input from user groups throughout the process. USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games. REVISIONS: Games and hardware revised based on user feedback. CLINIC BASED ASSESSMENT
  • 23. 23 Tracking User when Clinician is Present
  • 24. 24 User Feedback in the Clinic Iterative User Group Feedback during Design Process
  • 27. 27 Microsoft Kinect Sensor Field-of-view: 58 degrees horizontal and 45 degrees vertical Resolution: 640x480 at 30 frames per second.
  • 29. 34 Game-based rehabilitation tool  Tailored to individual level of ability  Option for individualized exercise prescription  Interchangeable graphics and environments  After action review and data management
  • 32.
  • 34. 39 Jewel Mine: Avatar Representation
  • 37.
  • 38. 43
  • 39. 44
  • 40. 45
  • 42. 47 Case-study Clinical Setting  68 yo female with Parkinsonism (onset in 2009)  Intervention Dose: 8 x 1-hour sessions over 4 weeks  Customized JewelMine Intervention  Cross body and backwards reaching interventions  Dual tasking with Simon game  Calibration to patient’s limits of stability  Clinician programmed gem number/ sequence  Forward functional reach  Improved from 6 inches to 9.5 inches  Maintained at 4 week follow-up: 9.25 inch  Number of falls between Pre and Post testing  6 falls reported - None during reaching, turning or dual tasking
  • 43. Case Study & Case Series: Home Setting  55 year old Male, 39 months post-Stroke (left hemiparesis)  Intervention Dose: 30-90 minutes/day, 3-7 days/wk – Total 6 weeks  Customized JewelMine Intervention  Sitting, Sit to stand, Step up  Standing right and left, Standing right hand only  Standing with leg exercises Monitor Kinect Sensor Laptop Wireless Mouse
  • 44. 49 Real World Comparison: Community Dwelling Older Adults • Understood the importance of exercise in maintaining function and health (Proffitt & Lange, 2013) • Perceived virtual environments as more engaging than real environments for reaching tasks (Proffitt et al., in press) • Virtual environments required more attentional demand than real environments (Chen et al., in submission) • Used different reaching strategies in virtual environments compared to real environments (Wade et al., in submission) • Sample of 30 older adults • Age: 75.2±8.6yrs (range = 59-92) • Right hand dominant • 2 x 2 cross-sectional design • 2 task conditions (virtual and real targets) • 2 postural demands (standing and stepping)
  • 46. 51 Clinical Research – Clinic and Home Settings  Phase II Clinical Trial  Collaborations!  Provide feedback and assist with future development  Independent or collaborative studies with different clinical populations

Hinweis der Redaktion

  1. Graphics – childish, too complex, red and green color blindness for systematic delivery and control of stimuli to vary intensity level in a flexible and dynamic way to precisely capture motor response in real time to motivate adherence of therapy process to provide face-to-face therapy sessions
  2. To construct a depth map, the sensor uses a proprietary algorithm to resolve the pattern produced by projecting coded infrared light onto the scene geometry. This system has a field-of-view of 58 degrees horizontal and 45 degrees vertical, and generated depth maps with a resolution of 640x480 at 30 frames per second.
  3. The software components of the sensing package are the OpenNI and NITE frameworks, which provide user identification, scene segmentation, and skeleton tracking. To create the game, we used the Unity3 game engine along with an OpenNI wrapper developed by PrimeSense to integrate these frameworks with the game engine. The engine provides a C# API and flexible editor which allows for rapid development of games. This rapid development cycle enables faster iteration of game mechanics and ultimately results in more specificity for tailoring games to address patient’s individual disabilities