Please use this identifier to cite or link to this item: https://doi.org/10.1145/3024969.3025080
DC FieldValue
dc.titleDeveloping a Tangible Gaming Board for Post-Stroke Upper Limb Functional Training
dc.contributor.authorWang, Pan
dc.contributor.authorKOH CHOON HUAT,GERALD
dc.contributor.authorCHRISTIAN GILLES BOUCHARENC
dc.contributor.authorXu, Tian Ma
dc.contributor.authorHamasaki
dc.contributor.authorYEN CHING-CHIUAN
dc.date.accessioned2020-06-02T00:51:44Z
dc.date.available2020-06-02T00:51:44Z
dc.date.issued2017-01-01
dc.identifier.citationWang, Pan, KOH CHOON HUAT,GERALD, CHRISTIAN GILLES BOUCHARENC, Xu, Tian Ma, Hamasaki, YEN CHING-CHIUAN (2017-01-01). Developing a Tangible Gaming Board for Post-Stroke Upper Limb Functional Training. 11th International Conference on Tangible, Embedded, and Embodied Interaction (TEI) : 617-624. ScholarBank@NUS Repository. https://doi.org/10.1145/3024969.3025080
dc.identifier.isbn9781450346764
dc.identifier.urihttps://scholarbank.nus.edu.sg/handle/10635/168905
dc.description.abstractLow patient motivation and compliance has been reported as a main barrier to effective rehabilitation. This study aims to provide an engaging and intuitive tool to increase the motivation of elderly stroke survivors in rehabilitation program. We present a tangible gaming board for the training of upper limb gross motor and fine motor skills. 64 RGB LED rotary encoders are evenly distributed on the board into eight rows. A modular design allows for training of various hand functions with interchangeable sizes of knobs attached on the rotary encoders. Preliminary usability testing of the game "Lights Invader" with eight elderly stroke survivors suggested that the gaming board has a high acceptance rate among all the participants, the game interface is easy to understand and the game is fun to play with. User feedback on the features that need to be improved are discussed in this paper.
dc.publisherAssociation for Computing Machinery, Inc
dc.sourceElements
dc.subjectScience & Technology
dc.subjectTechnology
dc.subjectComputer Science, Cybernetics
dc.subjectComputer Science, Theory & Methods
dc.subjectComputer Science
dc.subjectTangible user interaction
dc.subjectinteractive game
dc.subjectstroke
dc.subjectupper limb training
dc.subjectelderly
dc.subjectREHABILITATION
dc.subjectSTROKE
dc.subjectPARTICIPATION
dc.subjectBARRIERS
dc.subjectEXERCISE
dc.typeConference Paper
dc.date.updated2020-06-01T09:09:46Z
dc.contributor.departmentDIVISION OF INDUSTRIAL DESIGN
dc.contributor.departmentSCHOOL OF PUBLIC HEALTH
dc.description.doi10.1145/3024969.3025080
dc.description.sourcetitle11th International Conference on Tangible, Embedded, and Embodied Interaction (TEI)
dc.description.page617-624
dc.published.statePublished
dc.grant.fundingagencyNational Research Foundation
Appears in Collections:Staff Publications
Elements

Show simple item record
Files in This Item:
File Description SizeFormatAccess SettingsVersion 
developoing a tangible gaming.pdf330.07 kBAdobe PDF

OPEN

PublishedView/Download

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.