Universal Balance?
(2018) In Studies in Health Technology and Informatics 256. p.847-853- Abstract
In the ActivAbles and STARR projects we are developing interactive training tools for stroke survivors. As our initial user studies pointed to balance being a key ability, one of the developed tools is an interactive balance mat. While balance equipment is common, interactive balancing equipment for persons with poor balance is less common. Equipment exists for persons with good balance (eg. Wii), but most games and exercises are less suited for many stroke survivors. The development process has been done in close collaboration with stroke survivors. We have used both creative workshops and individual iterative testing in the development, and have currently a prototype that is being tested in the home of 12 stroke survivors. This... (More)
In the ActivAbles and STARR projects we are developing interactive training tools for stroke survivors. As our initial user studies pointed to balance being a key ability, one of the developed tools is an interactive balance mat. While balance equipment is common, interactive balancing equipment for persons with poor balance is less common. Equipment exists for persons with good balance (eg. Wii), but most games and exercises are less suited for many stroke survivors. The development process has been done in close collaboration with stroke survivors. We have used both creative workshops and individual iterative testing in the development, and have currently a prototype that is being tested in the home of 12 stroke survivors. This prototype is based on a foam mat which incorporates pressure sensing, and which allows you to see the pressure distribution as you exercise, but also allows you to play music or play different games. The feedback is designed to be inclusive - designs are multimodal (visual and auditory), and the setup is flexible and can easily be adapted. Initial test results show that the overall design is promising and works well (is robust, motivating and used). Problems identified are connected to the fact that we use main stream tablets for feedback, which adds complexity for the user both with interaction and charging. We are currently working on solving these problems, and expect to end up with a balance mat well suited for a wide range of users - not only stroke survivors.
(Less)
- author
- Magnusson, Charlotte LU ; Caltenco, Héctor LU ; Rassmus-Gröhn, Kirsten LU and Rydeman, Bitte LU
- organization
- publishing date
- 2018
- type
- Contribution to journal
- publication status
- published
- subject
- keywords
- balance training, inclusive, interactive, multimodal, rehabilitation, Stroke, Universal Design
- in
- Studies in Health Technology and Informatics
- volume
- 256
- pages
- 7 pages
- publisher
- IOS Press
- external identifiers
-
- pmid:30371450
- scopus:85055616268
- ISSN
- 0926-9630
- DOI
- 10.3233/978-1-61499-923-2-847
- language
- English
- LU publication?
- yes
- id
- c5041305-a237-4142-9c3d-2a29f0ab2141
- date added to LUP
- 2018-11-20 13:22:03
- date last changed
- 2024-10-01 10:40:59
@article{c5041305-a237-4142-9c3d-2a29f0ab2141, abstract = {{<p>In the ActivAbles and STARR projects we are developing interactive training tools for stroke survivors. As our initial user studies pointed to balance being a key ability, one of the developed tools is an interactive balance mat. While balance equipment is common, interactive balancing equipment for persons with poor balance is less common. Equipment exists for persons with good balance (eg. Wii), but most games and exercises are less suited for many stroke survivors. The development process has been done in close collaboration with stroke survivors. We have used both creative workshops and individual iterative testing in the development, and have currently a prototype that is being tested in the home of 12 stroke survivors. This prototype is based on a foam mat which incorporates pressure sensing, and which allows you to see the pressure distribution as you exercise, but also allows you to play music or play different games. The feedback is designed to be inclusive - designs are multimodal (visual and auditory), and the setup is flexible and can easily be adapted. Initial test results show that the overall design is promising and works well (is robust, motivating and used). Problems identified are connected to the fact that we use main stream tablets for feedback, which adds complexity for the user both with interaction and charging. We are currently working on solving these problems, and expect to end up with a balance mat well suited for a wide range of users - not only stroke survivors.</p>}}, author = {{Magnusson, Charlotte and Caltenco, Héctor and Rassmus-Gröhn, Kirsten and Rydeman, Bitte}}, issn = {{0926-9630}}, keywords = {{balance training; inclusive; interactive; multimodal; rehabilitation; Stroke; Universal Design}}, language = {{eng}}, pages = {{847--853}}, publisher = {{IOS Press}}, series = {{Studies in Health Technology and Informatics}}, title = {{Universal Balance?}}, url = {{http://dx.doi.org/10.3233/978-1-61499-923-2-847}}, doi = {{10.3233/978-1-61499-923-2-847}}, volume = {{256}}, year = {{2018}}, }