13 research outputs found

    Interaction Modalities Used on Serious Games for Upper Limb Rehabilitation: A Systematic Review

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    This systematic review aims to analyze the state-of-the-art regarding interaction modalities used on serious games for upper limb rehabilitation. A systematic search was performed in IEEE Xplore and Web of Science databases. PRISMA and QualSyst protocols were used to filter and assess the articles. Articles must meet the following inclusion criteria: they must be written in English; be at least four pages in length; use or develop serious games; focus on upper limb rehabilitation; and be published between 2007 and 2017. Of 121 articles initially retrieved, 33 articles met the inclusion criteria. Three interaction modalities were found: vision systems (42.4%), complementary vision systems (30.3%), and no-vision systems (27.2%). Vision systems and no-vision systems obtained a similar mean QualSyst (86%) followed by complementary vision systems (85.7%). Almost half of the studies used vision systems as the interaction modality (42.4%) and used the Kinect sensor to collect the body movements (48.48%). The shoulder was the most treated body part in the studies (19%). A key limitation of vision systems and complementary vision systems is that their device performances might be affected by lighting conditions. A main limitation of the no-vision systems is that the range-of-motion in angles of the body movement might not be measured accurately. Due to a limited number of studies, fruitful areas for further research could be the following: serious games focused on finger rehabilitation and trauma injuries, game difficulty adaptation based on user's muscle strength and posture, and multisensor data fusion on interaction modalities

    Quantifying the effects of temperature and noise on attention-level using EDA and EEG sensors

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    Most people with Autism Spectrum Disorder (ASD) experience atypical sensory modality and need help to self-regulate their sensory responses. Results of a pilot study are presented here where temperature, noise types and noise levels are used as independent variables. Attention-based tests (ABTs), Electrodermal Activity (EDA) and Electroencephalography (EEG) sensors are used as dependent variables to quantify the effects of temperature and noise. Based on the outcome of the analyses, it is feasible to use off-the-shelf sensors to recognize physiological changes, indicating a possibility to develop sensory management recommendation interventions to support people with ASD

    Mapping Robots to Therapy and Educational Objectives for Children with Autism Spectrum Disorder

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    The aim of this study was to increase knowledge on therapy and educational objectives professionals work on with children with autism spectrum disorder (ASD) and to identify corresponding state of the art robots. Focus group sessions (n = 9) with ASD professionals (n = 53) from nine organisations were carried out to create an objectives overview, followed by a systematic literature study to identify state of the art robots matching these objectives. Professionals identified many ASD objectives (n = 74) in 9 different domains. State of the art robots addressed 24 of these objectives in 8 domains. Robots can potentially be applied to a large scope of objectives for children with ASD. This objectives overview functions as a base to guide development of robot interventions for these children
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