Using Wearable Sensors to Measure Motor Abilities following Stroke
BSN '06 Proceedings of the International Workshop on Wearable and Implantable Body Sensor Networks
A virtual reality-based exercise system for hand rehabilitation post-stroke
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Post-Stroke Rehabilitation with the Rutgers Ankle System: A Case Study
Presence: Teleoperators and Virtual Environments
Optimising engagement for stroke rehabilitation using serious games
The Visual Computer: International Journal of Computer Graphics - Special Issue: Serious Games and Virtual Worlds
Towards customizable games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Stroke therapy through motion-based games: a case study
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Motion-games in brain injury rehabilitation: an in-situ multi-method study of inpatient care
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
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In the United States alone, more than five million people are living with long term motor impairments caused by a stroke. Recently, video games with affordable motion-based input devices have been proposed as a part of therapy to help people recover lost range of motion and motor control. While researchers have demonstrated the potential utility of therapeutic games through controlled studies, relatively little work has explored their long-term home-based use. We conducted a six-week home study with a 62-year-old woman who was seventeen years post-stroke. She played therapeutic games for approximately one hour a day, five days a week. Over the six weeks, she recovered significant motor abilities, which is unexpected given the time since her stroke. We explore detecting such improvements early, using game logs for daily measurements of motor ability to complement the standard measurements that are taken less often. Through observations and interviews, we present lessons learned about the barriers and opportunities that arise from long-term home-based use of therapeutic games.