Posts Tagged mobile

[Abstract + References] Mobile, Exercise-agnostic, Sensor-based Serious Games for Physical Rehabilitation at Home

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.

References

  1. Steven Dow, Blair MacIntyre, Jaemin Lee, Christopher Oezbek, Jay David Bolter, and Maribeth Gandy. 2005. Wizard of Oz Support Throughout an Iterative Design Process. IEEE Pervasive Computing 4, 4 (Oct. 2005), 18–26. Google ScholarDigital Library
  2. Brook Galna, Dan Jackson, Guy Schofield, Roisin McNaney, Mary Webster, Gillian Barry, Dadirayi Mhiripiri, Madeline Balaam, Patrick Olivier, and Lynn Rochester. 2014. Retraining function in people with Parkinson’s disease using the Microsoft kinect: game design and pilot testing. Journal of NeuroEngineering and Rehabilitation 11, 1 (14 Apr 2014), 60.Google ScholarCross Ref
  3. S.J. Ge_en. 2003. Rehabilitation principles for treating chronic musculoskeletal injuries. Med J Aust 178, 5 (2003), 238–242.Google ScholarCross Ref
  4. Maureen Kerwin, Francisco Nunes, and Paula Alexandra Silva. 2012. Dance! Don’t Fall – preventing falls and promoting exercise at home. Studies in health technology and informatics 177 (2012), 254259. http://europepmc.org/abstract/MED/22942064Google Scholar
  5. K. Laver, S. George, J. Ratcli_e, S. Quinn, C. Whitehead, O. Davies, and M. Crotty. 2011. Use of an interactive video gaming program compared with conventional physiotherapy for hospitalised older adults: a feasibility trial. Disability and Rehabilitation 34, 21 (2011), 1802–1808.Google ScholarCross Ref
  6. Gwyn N. Lewis, Claire Woods, Juliet A. Rosie, and Kathryn M. Mcpherson. 2011. Virtual reality games for rehabilitation of people with stroke: perspectives from the users. Disability and Rehabilitation: Assistive Technology 6, 5 (2011), 453–463.Google ScholarCross Ref
  7. Simon McCallum. 2012. Gami_cation and serious games for personalized health. Stud Health Technol Inform 177 (2012), 85–96.Google Scholar
  8. Brian A. Primack, Mary V. Carroll, Megan McNamara, Mary Lou Klem, Brandy King, Michael Rich, Chun W. Chan, and Smita Nayak. 2012. Role of Video Games in Improving Health-Related Outcomes: A Systematic Review. American Journal of Preventive Medicine 42, 6 (2012), 630–638.Google ScholarCross Ref
  9. A. Santos, V. Guimares, N. Matos, J. Cevada, C. Ferreira, and I. Sousa. 2015. Multi-sensor exercise-based interactive games for fall prevention and rehabilitation. In 9th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth). 65–71. Google ScholarDigital Library
  10. Devinder Kaur Ajit Singh, Nor Azlin Mohd Nordin, Noor Azah Abd Aziz, Beng Kooi Lim, and Li Ching Soh. 2013. E_ects of substituting a portion of standard physiotherapy time with virtual reality games among community-dwelling stroke survivors. BMC Neurology 13, 1 (13 Dec 2013), 199.Google Scholar
  11. Jan David Smeddinck, Marc Herrlich, and Rainer Malaka. 2015. Exergames for Physiotherapy and Rehabilitation: A Medium-term Situated Study of Motivational Aspects and Impact on Functional Reach. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI ’15). ACM, New York, NY, USA, 4143–4146. Google ScholarDigital Library
  12. Gabriele Spina, Guannan Huang, Anouk Vaes, Martijn Spruit, and Oliver Amft. 2013. COPDTrainer: A Smartphone-based Motion Rehabilitation Training System with Real-time Acoustic Feedback. In Proceedings of the 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp ’13). ACM, New York, NY, USA, 597–606. Google ScholarDigital Library

via Mobile, Exercise-agnostic, Sensor-based Serious Games for Physical Rehabilitation at Home | Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction

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[WEB SITE] Download The Physiopedia App Now! – Physiotherapy and Physical Therapy in the Spotlight

Download The Physiopedia App Now!

The ultimate reference tool for physiotherapists has arrived on IOS and Android!

You asked and we listened, the Physiopedia app is here and waiting for you to download this holiday season. The app is free and brings all of Physiopedia’s articles, which have been beautifully optimised for mobile, to your fingertips. Think of it as Physiopedia’s end of year gift to you.

The app is free however there is an optional, but worthwhile, low cost monthly subscription which allows you to add unlimited articles to your own personal list of favorites within the app. These bookmarked articles are then just one tap away and are also downloaded for offline viewing. Ideal for the busy clinical environment where time is short and internet access cannot be guaranteed.

One of the best free features of the app is Article of the Day where each day there is a new exciting high quality page for you to read. Perfect for a small dose of CPD or great for that inspirational spark when on the go or when waiting for patients to arrive.

Don’t just take our word for how good the app is! Below are some reviews of the app written by the physiotherapy community which explain why it is a must have for physiotherapists working in any setting.

Reviews

What an amazing app. All the information you could ever want at your fingertips and more. Each topic has links so if you want to you can investigate further. This is the best source of physio information I have come across in my quest for knowledge and answers!

I recognise this as an incredibly powerful resource. This changes how in a Low-and-Middle-Income-Countries (LAMIC) we can access current, best-practice knowledge. This allows the development of the profession globally in a consistent and reliable way… I can see this will become a regular go-to resource. Great job Physiopedia!

Clinically useful and based in science! I have been waiting for an App like this for a long time. I work both in a clinic and as a researcher and Physiopedia meets my needs in both worlds. Easy to use, cutting-edge scientific information and connects me to other health care providers around the world. Great App, highly recommend it!

The app is really easy to download from both the App Store and Google Play in fact just follow the links to the relevant store below. Once you’ve downloaded the app and had a look around don’t forget to like and leave a review.

via Download The Physiopedia App Now! – Physiospot – Physiotherapy and Physical Therapy in the Spotlight

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[WEB SITE] FDA Approves MindMotion GO, Mobile Neurorehabilitation Product

The US Food and Drug Administration (FDA) has granted clearance to MindMotion GO, a portable neurorehabilitation product, for launch in the United States.

MindMotion GO utilizes technology that is designed to be used by patients with mild to lightly severe neurological impairments, as well as in the recovery phase of rehabilitation. Produced by the Swiss neurogaming company MindMaze, the mobile rehabilitation product is an outpatient addition to its MindMotion PRO, which received FDA approval in May 2017.

The PRO version differs from the recently approved MindMotion GO in that it is intended for use in patients with severe impairments as well as in early hospital care—in an inpatient setting—with therapeutic activities able to take place within 4 days after a neurological incident.

“Now that both MindMotion products have FDA clearance, MindMaze delivers a full spectrum of neuro-care solutions for both inpatient and outpatient recovery for patients in the United States,” said Tej Tadi, PhD, the CEO and founder of MindMaze, in a statement. “Our unique capability to safely and securely acquire data through our platform is essential for patient recovery and performance, and positions MindMaze as a powerhouse for the future of brain-machine interfaces. Beyond healthcare, this will enable powerful AI-based applications. We are working on a range of brain-tech initiatives at MindMaze to build the infrastructure for innovations to improve patients’ quality of life.”

The mobile MindMotion GO allows for real-time audio and visual feedback, aiding physicians in the assessment of progress and tailoring of therapy to their individual patient’s performance, according to MindMaze. Additionally, it enables the patients to see their progress as well. The set-up and calibration can be done in less than 5 minutes, so patients can begin rehabilitation sessions while physicians facilitate case management.

The program is equipped with a variety of gamified engaging activities which cover motor and task functions and includes a 3D virtual environment. As a result, early findings have suggested that both patient engagement and adherence to therapy have been amplified. Thus far, MindMotion GO has been trialed with upward of 300 patients across therapy centers in the UK, Italy, Germany, and Switzerland.

Neurological impairments are the main cause of long-term disability in the United States, with a recent study estimating direct and indirect costs associated with neurological diseases cost roughly $800 billion annually. For stroke alone, there are almost 800,000 cases each year, with direct annual costs estimated at $22.8 billion.

MindMaze’s Continuum of Care seeks to support earlier, and ongoing, intervention to enable by healthcare providers in the United States to have access to a cost-effective solution for improving neurorehabilitation results.

Even more resources pertaining to stroke prevention and care can be found on MD Magazine‘s new sister site, NeurologyLive.

via FDA Approves MindMotion GO, Mobile Neurorehabilitation Product | MD Magazine

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[Thesis] Mobile Tablet-Based Stroke Rehabilitation in the Acute Care Setting – uOttawa Research

Title: Mobile Tablet-Based Stroke Rehabilitation in the Acute Care Setting
Authors: Pugliese, Michael
Date: 2017
Abstract: Introduction: The number of stroke survivors living with post-stroke deficits is increasing worldwide. Although stroke rehabilitation can improve these deficits and promote the recovery of function when initiated early post-stroke, many survivors are not able to access rehabilitation because of a lack of resources. Early mobile tablet-based stroke rehabilitation may be a feasible means of improving access to recovery promoting therapies.

Objective: To summarize and advance the knowledge of early mobile tablet-based therapies (MTBTs) for stroke survivors with regards to feasibility and barriers to care.

Methods: This thesis is comprised of two major studies. (1) A scoping review summarizing the literature for MTBTs following stroke. (2) A cohort study testing the feasibility of a MTBT for post-stroke communication, cognitive, and fine-motor deficits.

Results: (1) Twenty-three studies of MTBTs following stroke were identified. Most of these therapies targeted communication or fine-motor deficits, and involved patients in the chronic stages of stroke. Barriers to care were summarized. (2) A 48% recruitment rate was achieved and therapy was administered a median of four days post-stroke. However, therapy adherence was very low because of frequently encountered barriers to care.

Conclusions: Stroke survivors are interested in using tablet technology to assist with their post-stroke recovery. However, early MTBT post-stroke may be challenging for some survivors because of encountered barriers to care. Regular patient-therapist communication using a convenient method of interaction appears necessary to minimize barriers and to help patients overcome barriers when they occur.

URL: http://hdl.handle.net/10393/37016
http://dx.doi.org/10.20381/ruor-21288
Collection Thèses, 2011 – // Theses, 2011 –

Full Text PDF

via Recherche uO Research: Mobile Tablet-Based Stroke Rehabilitation in the Acute Care Setting

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[INFOGRAPHIC] Best Mobile Apps for Sensory Impairments

infographic for best mobile apps for sensory impairmentOur friend Michael from Home Healthcare Adaptations has done it again! This time, he has created an infographic that explains what sensory impairment is, tells us the difference between vision and hearing impairment, and lists some really great apps for both types of impairment and explains how they work. Look at the infographic below for more details (click twice to enlarge). The apps listed are either free or very nominally priced.

Best Mobile Apps for Sensory Impairment

What is sensory impairment?

Sensory impairment or disability, is when one of your senses; sight, hearing, smell, touch or taste, is no longer functioning normally.

A person does not have full loss of a sense to be sensory impaired.

95% of the information about the world around us comes from our vision and our hearing.

Vision Impairment vs. Hearing Impairment

285 million people are estimated to be visually impaired worldwide.

39 million people are completely blind.

More than 4 in 5 people living with blindness are aged 50+.

360 million people have moderate to profound hearing loss.

Current production of hearing aids meets less than 10% of global need.

Approximately 1 in 3 people aged 65+ are affected by disabling hearing loss.

Mobile Apps for Vision Impairment

App: Tap Tap See

What it does: Uses the device’s camera and VoiceOver functions to photograph objects and identify them out loud for the user.

Features: Double tapping the screen enables the user to photograph any 2D or 3D object at any angle and define the object within seconds.

The device’s VoiceOver function audibly identifies the object to the user.

Includes the ability to repeat the last image’s identification and save the image to the camera roll with the attached tag.

Allows the upload of identified images from the camera roll and can share identification via twitter, facebook, text or email.

Platforms: iOS and Android

Cost: New users are provided with 100 trial pictures to start. 4 subscription plans are available starting from $4.99+.

App: Be My Eyes

What it does: It connects blind people with volunteer helpers globally via live video chat.

A blind person requests assistance via the app.

The volunteer receives a notification for help and a live video connection is established.

Features:

Utilises the iPhone VoiceOver technology which enables synthetic speech and a touch based interface.

At the end of each session there is a ‘rate it’ or ‘report misuse’ option both for the helper and the user.

Platforms: iOS. Android version in production.

Cost: Free, but a  subscription may be put in place from September 2015.

more —> Assistive Technology Blog: INFOGRAPHIC: Best Mobile Apps for Sensory Impairments.

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WEB SITE: Apps4Android

Over 13 Million Installations In 213 Countries And U.S. Territories

Enhancing the quality-of-life, independence, and employability of people with disabilities through the development of fully-accessible, high-quality, mobile applications.

via Apps4Android.

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