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用于中风和脑瘫上肢康复的游戏及社交媒体应用程序的可用性测试。

Usability testing of gaming and social media applications for stroke and cerebral palsy upper limb rehabilitation.

作者信息

Valdés Bulmaro A, Hilderman Courtney G E, Hung Chai-Ting, Shirzad Navid, Van der Loos H F Machiel

出版信息

Annu Int Conf IEEE Eng Med Biol Soc. 2014;2014:3602-5. doi: 10.1109/EMBC.2014.6944402.

Abstract

As part of the FEATHERS (Functional Engagement in Assisted Therapy Through Exercise Robotics) project, two motion tracking and one social networking applications were developed for upper limb rehabilitation of stroke survivors and teenagers with cerebral palsy. The project aims to improve the engagement of clients during therapy by using video games and a social media platform. The applications allow users to control a cursor on a personal computer through bimanual motions, and to interact with their peers and therapists through the social media. The tracking applications use either a Microsoft Kinect or a PlayStation Eye camera, and the social media application was developed on Facebook. This paper presents a usability testing of these applications that was conducted with therapists from two rehabilitation clinics. The "Cognitive Walkthrough" and "Think Aloud" methods were used. The objectives of the study were to investigate the ease of use and potential issues or improvements of the applications, as well as the factors that facilitate and impede the adoption of technology in current rehabilitation programs.

摘要

作为FEATHERS(通过运动机器人进行辅助治疗中的功能参与)项目的一部分,开发了两个运动跟踪应用程序和一个社交网络应用程序,用于中风幸存者和脑瘫青少年的上肢康复。该项目旨在通过使用视频游戏和社交媒体平台来提高客户在治疗期间的参与度。这些应用程序允许用户通过双手动作控制个人电脑上的光标,并通过社交媒体与同龄人及治疗师进行互动。跟踪应用程序使用微软Kinect或PlayStation Eye摄像头,社交媒体应用程序是在Facebook上开发的。本文介绍了对这些应用程序进行的可用性测试,测试是与来自两家康复诊所的治疗师一起进行的。使用了“认知走查”和“出声思考”方法。该研究的目的是调查这些应用程序的易用性、潜在问题或改进之处,以及促进和阻碍当前康复项目中技术采用的因素。

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