Advertisement

‘RehabMaster\(^\mathrm{{TM}}\)’: A Pervasive Rehabilitation Platform for Stroke Patients and Their Caregivers

  • Kyoungwon Seo
  • Jieun Kim
  • Hokyoung RyuEmail author
  • Seongho Jang
Chapter
Part of the Human–Computer Interaction Series book series (HCIS)

Abstract

Rehabilitating post-stroke patients needs an ongoing treatment for a long time, and in particular, making them to perseveringly engage into the treatment is key to success. In practice, such an approach has been widely applied in the institutionalized environments (e.g., hospitals), but less successful when the patients return to home, which entails the importance of pervasive health. We provide a comprehensive source of studies regarding serious games for stroke patients. It covers, in part, edutainment issues for motivating them to further engage into the exercises at home; and mostly at the same time for how a serious game platform can be integrated into the institutionalized medical treatments in the current work practices in Korea. In particular, we are much interested in sharing our design experiences from the implementation to installation of such platform in the patient’s home and across the institutions, under the umbrella project called the ‘Ubiquitous Health Korea’ project. We try to introduce the multifaceted approach (e.g., HCI design issues, team treatment issues, organizational issues, and even political issues) about how to provide a healthcare service design in Korea as a practical case study.

Keywords

Stroke Patient Occupational Therapist Rehabilitation Program Clinical Staff Rehabilitation Training 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Notes

Acknowledgments

This work was supported by the Industrial Strategic Technology Development Program (10042694, Socio-Cognitive Design Technology for Convergence Service) funded by the Ministry of Knowledge Economy (MKE, Korea). The authors acknowledge that one version of the manuscript has been presented at the International Association of Societies of Design Research, Tokyo, August 2013. This chapter was then improved with feedback from the editor and anonymous reviewers and through discussions with Nadia Berthouze, Chris Vincent, and Carole Bouchard.

References

  1. 1.
    Acuna, A., & Sosa, R. (2010). The complementary role of representations in design creativity: Sketches and models. Design creativity 2010 (p. 265–270). London:Springer. NULLGoogle Scholar
  2. 2.
    Alankus, G., & Kelleher, C. (2012). Reducing compensatory motions in video games for stroke rehabilitation. Paper presented at the CHI 2012 Conference, Austin University, Texas, 5–10 May 2012.Google Scholar
  3. 3.
    Alankus, G., Proffitt, R., Kelleher, C., et al. (2011). Stroke therapy through motion-based games: a case study. ACM Transactions on Accessible Computing, 4, 1–35.CrossRefGoogle Scholar
  4. 4.
    Albers, P. C. H., & De Vries, H. (2001). Elo-rating as a tool in the sequential estimation of dominance strengths. Animal Behaviour, 61, 489–495.CrossRefGoogle Scholar
  5. 5.
    Alnanih, R., Ormandjieva, O., & Radhakrishnan, T. (2014). A new methodology (CON-INFO) for context-based development of a mobile user interface in healthcare applications. In: Pervasive health: State-of-the-art & beyond (pp. 317–344).Google Scholar
  6. 6.
    Annema, JH., Verstraete, M., & Vanden Abeele, V., et al. (2010). Videogames in therapy: A therapist’s perspective. Paper presented at the 2010 Fun and Games Conference, Leuven University, Belgium, 15–17 September 2010.Google Scholar
  7. 7.
    Axelrod, L., Fitzpatrick, G., & Henwood, F., et al. (2011). Data recording in primary care field studies: Patient records enhancement project. Paper presented at the 2011 PervasiveHealth Conference, Dublin, Ireland, 23–26 May 2011.Google Scholar
  8. 8.
    Balaam, M., Rennick Egglestone, S., & Fitzpatrick, G., et al. (2011). Motivating mobility: Designing for lived motivation in stroke rehabilitation. Paper presented at the CHI 2011 Conference, Vancouver Convention Centre, Vancouver, 7–12 May 2011.Google Scholar
  9. 9.
    Burdea, G. C. (2003). Virtual rehabilitation-benefits and challenges. Methods of Information in Medicine, 42, 519–523.Google Scholar
  10. 10.
    Burke, J. W., McNeill, M. D., Charles, D. K., et al. (2009). Optimising engagement for stroke rehabilitation using serious games. The Visual Computer, 25, 1085–1099.CrossRefGoogle Scholar
  11. 11.
    Deci, E. L., & Ryan, R. M. (2004). Handbook of self-determination research. New York: Rochester.Google Scholar
  12. 12.
    Egglestone, SR., Axelrod, L., & Nind, T., et al. (2009). A design framework for a home-based stroke rehabilitation system: Identifying the key components. Paper presented at the 2009 PervasiveHealth Conference, City University of London, UK, 1–3 April 2009.Google Scholar
  13. 13.
    Fugl-Meyer, A. R., Jääskö, L., Leyman, I., et al. (1975). The post-stroke hemiplegic patient. 1. a method for evaluation of physical performance. Scandinavian journal of Rehabilitation Medicine, 7, 13–31.Google Scholar
  14. 14.
    Hutchins, E. (1991). The social organization of distributed cognition. In: Lauren B. R. John, M. L. & Stephanie, D. T. (Eds.), Perspectives on socially shared cognition (pp. 283–307). Washington, DC: American Psychological Association.Google Scholar
  15. 15.
    Kramp, G., Nielsen, P., & Møller, AS. (2010). Particapatory Interaction in Therapeutical Strategies. Paper presented at the 2010 NordiCHI Conference, Reykjavik, Iceland, 16–20 October 2010.Google Scholar
  16. 16.
    Kwon, Y. D., Chang, H., Choi, Y. J., et al. (2012). Nationwide trends in stroke hospitalization over the past decade. Journal of the Korean Medical Association, 55, 1014–1025.CrossRefGoogle Scholar
  17. 17.
    Langhorne, P., Coupar, F., & Pollock, A. (2009). Motor recovery after stroke: a systematic review. Lancet Neurology, 8, 741–754.CrossRefGoogle Scholar
  18. 18.
    Lasker, JN., Sogolow, ED., & Sharim, RR. (2005). The role of an online community for people with a rare disease: Content analysis of message posted on a primary biliary cirrhosis mailing list. Journal of Medical Internet Research 7(1), e10. doi: 10.2196/jmir.7.1.e10.
  19. 19.
    Muramatsu, N., & Akiyama, H. (2011). Japan: super-aging society preparing for the future. The Gerontologist, 51, 425–432.CrossRefGoogle Scholar
  20. 20.
    Neisser, U. (1976). Cognition and Reality. Freeman and Co: San Francisco, W.H.Google Scholar
  21. 21.
    Nichols-Larsen, D. S., Clark, P. C., Zeringue, A., et al. (2005). Factors influencing stroke survivors’ quality of life during subacute recovery. Stroke, 36, 1480–1484.CrossRefGoogle Scholar
  22. 22.
    Plant, K. L., & Stanton, N. A. (2013). What is on your mind? using the perceptual cycle model and critical decision method to understand the decision-making process in the cockpit. Ergonomics, 56, 1232–1250.CrossRefGoogle Scholar
  23. 23.
    Shah, S., Vanclay, F., & Cooper, B. (1989). Improving the sensitivity of the barthel index for stroke rehabilitation. Journal of Clinical Epidemiology, 42, 703–709.CrossRefGoogle Scholar
  24. 24.
    Stokes E (2014) The Ongoing Development of a MultimediaGaming module to aid speech, language and communication. In: Pervasive health: State-of-the-art & beyond (pp. 255–288).Google Scholar
  25. 25.
    Wang, AY. (2012). Games for physical therapy. Paper presented at the 2012 CHI Conference, Austin University, Texas, 5–10 May 2012.Google Scholar
  26. 26.
    Ziefle, M., Röcker, C., & Holzinger, A. (2014). Current trends and challenges for pervasive health technologies: From technical innovation to user integration. In: Pervasive health: state-of-the-art & beyond (pp. 1–8).Google Scholar
  27. 27.
    Cama, R. (2009). Evidence-based healthcare design. Hoboken: John Wiley & Sons.Google Scholar
  28. 28.
    Groopman, J. E., & Prichard, M. (2007). How doctors think. Boston: Houghton Mifflin.Google Scholar
  29. 29.
    Heritage, J., Maynard, DW. (2006). Communication in medical care: Interaction between primary care physicians and patients. Cambridge: Cambridge University Press.Google Scholar
  30. 30.
    Maharatna, K. & Bonfiglio, S. (2014). Systems Design for Remote Healthcare. New York: Springer.Google Scholar
  31. 31.
    Miller, RL., Swensson, ES. (2002). Hospital and healthcare facility design. New York: WW Norton & Company.Google Scholar
  32. 32.
    Roter, D., Hall, JA. (2006). Doctors talking with patients/patients talking with doctors: Improving communication in medical visits. Portsmouth: Greenwood Publishing Group.Google Scholar
  33. 33.
    Silverman, J., Kurtz, SM., & Draper, J., et al. (2005). Skills for communicating with patients. Oxford, UK.Google Scholar
  34. 34.
    Sixsmith, A., & Gutman, GM. (2013). Technologies for Active Aging. New York: Springer.Google Scholar
  35. 35.
    Troshani, I., & Goldberg, S. (2013). Pervasive health knowledge management. New York: Springer.Google Scholar

Copyright information

© Springer-Verlag London 2014

Authors and Affiliations

  • Kyoungwon Seo
    • 1
  • Jieun Kim
    • 2
  • Hokyoung Ryu
    • 1
    Email author
  • Seongho Jang
    • 3
  1. 1.Department of Industrial EngineeringHanyang UniversitySeongdongKorea
  2. 2.Graduate School of Innovation and Technology ManagementHanyang UniversitySeongdongKorea
  3. 3.Department of Physical Medicine and RehabilitationHanyang University College of MedicineSeongdongKorea

Personalised recommendations