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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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  <identifier identifierType="DOI">10.5281/zenodo.3457875</identifier>
  <creators>
    <creator>
      <creatorName>Riess, Bernhard</creatorName>
      <givenName>Bernhard</givenName>
      <familyName>Riess</familyName>
      <affiliation>University of Applied Sciences Technikum Vienna</affiliation>
    </creator>
    <creator>
      <creatorName>David, Veronika</creatorName>
      <givenName>Veronika</givenName>
      <familyName>David</familyName>
      <affiliation>University of Applied Sciences Technikum Vienna</affiliation>
    </creator>
    <creator>
      <creatorName>Scherer, Matthias</creatorName>
      <givenName>Matthias</givenName>
      <familyName>Scherer</familyName>
      <affiliation>University of Applied Sciences Technikum Vienna</affiliation>
    </creator>
    <creator>
      <creatorName>Kotzian, Stefan</creatorName>
      <givenName>Stefan</givenName>
      <familyName>Kotzian</familyName>
      <affiliation>University of Applied Sciences Technikum Vienna</affiliation>
    </creator>
    <creator>
      <creatorName>Forjan, Mathias</creatorName>
      <givenName>Mathias</givenName>
      <familyName>Forjan</familyName>
      <affiliation>University of Applied Sciences Technikum Vienna</affiliation>
    </creator>
  </creators>
  <titles>
    <title>Development and Usability Test of an Innovative Low-Cost Rehabilitation Game for the Upper Extremities of Neurological Patients</title>
  </titles>
  <publisher>Zenodo</publisher>
  <publicationYear>2017</publicationYear>
  <subjects>
    <subject>Virtual Reality</subject>
    <subject>Rehabilitation of Upper Extremities</subject>
    <subject>Neurological Diseases</subject>
    <subject>Microsoft Kinect</subject>
    <subject>System Usability Scale</subject>
    <subject>Low-cost</subject>
  </subjects>
  <dates>
    <date dateType="Issued">2017-07-11</date>
  </dates>
  <language>en</language>
  <resourceType resourceTypeGeneral="JournalArticle"/>
  <alternateIdentifiers>
    <alternateIdentifier alternateIdentifierType="url">https://zenodo.org/record/3457875</alternateIdentifier>
  </alternateIdentifiers>
  <relatedIdentifiers>
    <relatedIdentifier relatedIdentifierType="DOI" relationType="IsVersionOf">10.5281/zenodo.3457874</relatedIdentifier>
    <relatedIdentifier relatedIdentifierType="URL" relationType="IsPartOf">https://zenodo.org/communities/fhtw</relatedIdentifier>
  </relatedIdentifiers>
  <rightsList>
    <rights rightsURI="https://creativecommons.org/licenses/by/4.0/legalcode">Creative Commons Attribution 4.0 International</rights>
    <rights rightsURI="info:eu-repo/semantics/openAccess">Open Access</rights>
  </rightsList>
  <descriptions>
    <description descriptionType="Abstract">&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;</description>
  </descriptions>
</resource>
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