Journal article Open Access

Development and Usability Test of an Innovative Low-Cost Rehabilitation Game for the Upper Extremities of Neurological Patients

Riess, Bernhard; David, Veronika; Scherer, Matthias; Kotzian, Stefan; Forjan, Mathias


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        <foaf:name>Riess, Bernhard</foaf:name>
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        <foaf:name>David, Veronika</foaf:name>
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        <foaf:name>Scherer, Matthias</foaf:name>
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            <foaf:name>University of Applied Sciences Technikum Vienna</foaf:name>
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        <foaf:name>Kotzian, Stefan</foaf:name>
        <foaf:givenName>Stefan</foaf:givenName>
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            <foaf:name>University of Applied Sciences Technikum Vienna</foaf:name>
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        <foaf:name>Forjan, Mathias</foaf:name>
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    <dct:title>Development and Usability Test of an Innovative Low-Cost Rehabilitation Game for the Upper Extremities of Neurological Patients</dct:title>
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    <dct:issued rdf:datatype="http://www.w3.org/2001/XMLSchema#gYear">2017</dct:issued>
    <dcat:keyword>Virtual Reality</dcat:keyword>
    <dcat:keyword>Rehabilitation of Upper Extremities</dcat:keyword>
    <dcat:keyword>Neurological Diseases</dcat:keyword>
    <dcat:keyword>Microsoft Kinect</dcat:keyword>
    <dcat:keyword>System Usability Scale</dcat:keyword>
    <dcat:keyword>Low-cost</dcat:keyword>
    <dct:issued rdf:datatype="http://www.w3.org/2001/XMLSchema#date">2017-07-11</dct:issued>
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    <dct:description>&lt;p&gt;In recent years, virtual reality (VR) became more and&amp;nbsp;more important in rehabilitation of upper extremities&amp;nbsp;after stroke or other&amp;nbsp;neurological diseases. Commercial&amp;nbsp;gaming consoles, like the Microsoft Kinect, have been&amp;nbsp;rapidly adopted in clinical settings.&amp;nbsp; This paper presents&amp;nbsp;the development of a rehabilitation game for the upper&amp;nbsp;extremities with the Microsoft Kinect v2 sensor by&amp;nbsp;simulating everyday situations. By using the Microsoft&amp;nbsp;Kinect v2 sensor, the positions of the patients&amp;rsquo; hands are&amp;nbsp;tracked, which are further processed to emulate the&amp;nbsp;movement of virtual hands in a virtual environment. A&amp;nbsp;modified System Usability Scale (mSUS) was used to&amp;nbsp;evaluate the usability of the rehabilitation game&amp;nbsp;developed. Eleven stroke patients took part in a&amp;nbsp;preliminary usability&amp;nbsp; study where they had to complete&amp;nbsp;the exercises of the presented rehabilitation game twice.&amp;nbsp;The mSUS were filled by each patient and the&amp;nbsp;standardized System Usability Scale by the supervising&amp;nbsp;therapists. The rehabilitation game is implemented with&amp;nbsp;two different exercises, where one is a pure training of&amp;nbsp;the motoric functions where the task is to catch books&amp;nbsp;falling out of a bookshelf. In&amp;nbsp; contrast, the second&amp;nbsp;exercise additionally trains the cognitive function of the&amp;nbsp;patient as objects in a kitchen need to be moved and&amp;nbsp;categorized by their names. The mean values of the&amp;nbsp;mSUS filled out by the patients and SUS filled out by the&amp;nbsp;therapists were 8.4 and 91.0, respectively. The results of&amp;nbsp;the usability test show satisfying outcomes, as a&amp;nbsp;SUS-score &amp;gt;68 indicates a good usability. These findings&amp;nbsp;are confirmed by the patients&amp;rsquo; feedback as they were&amp;nbsp;very enthusiastic about this virtual rehabilitation&amp;nbsp;scenario. To further evaluate the system developed, a&amp;nbsp;usability study with 30 participants will be conducted.&amp;nbsp;&lt;/p&gt;</dct:description>
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