Arm Skate for Stroke Survivors Arm Skate Device for Stroke Rehab by Agnes Xue

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DESIGN DETAILS
DESIGN NAME:
Arm Skate for Stroke Survivors

PRIMARY FUNCTION:
Arm Skate Device for Stroke Rehab

INSPIRATION:
Studies suggest that conventional poststroke upper limb therapy are not truly effective. Virtual reality (VR) gaming is gaining more acceptance as a tool for increasing the intensity of stroke rehabilitation and has the potential to offer several advantages for motivating behaviour change for health and well-being. With an improved design, newArm now appeals to clients physically and intrinsically as the arm skate is 'played' with eagerness while it stimulates cognitive senses.

UNIQUE PROPERTIES / PROJECT DESCRIPTION:
New-arm is a arm skate which infuses gamification to motivate post-stroke survivors to regain their upper limb mobility through rehabilitation. A non-immersive virtual reality (VR) game complements the arm-skate device to provide a rewarded, goal-directed task to motivate post-stroke survivors where users could undertake gravity-assisted reaching tasks, performed on a table using New-arm, and therefore engage in fun, motivating rehabilitation therapy.

OPERATION / FLOW / INTERACTION:
This system can help enable health monitoring as there can be a backend tracking application attached to the gamification where measurable datapoints can be collected from different users to determine the following aspects related to health monitoring: intellectual stimulation and motivation during game play; gaining physical benefits from the exercise; the gamified arm-skate system tolerating varying levels of disability; ability to relate to the game; and ability to use newArm in social groups.

PROJECT DURATION AND LOCATION:
The project started in July 2016 and finished in December 2017. It is currently adopted by several elder and health care operators of the intermediate long term sector in Singapore.

PRODUCTION / REALIZATION TECHNOLOGY:
Crucially, the gamification behind New-arm training aims to increase motivation for sustained play by dynamically adapting game difficulty, and by providing feedback on progression, in order to shift the patient’s focus from full recovery (a remote final goal) towards focus on emerging progression (increased game performance observable by the minute). More localized games will be designed based on the inputs from therapists at all collaborators’ facilities. Meaningful play can only emerge if players receive feedback on how they perform and progress throughout the game, enabling them to identify the relation between their actions and the resulting positive or negative feedback, and to plan sequential movements accordingly. The information the game provides dramatically affects what the player will do next. Therefore, feedback is designed to be intuitive in order to avoid misplaced or wrong behavior. Based on flow theory, New-arm training provides challenges that adapt to the patient’s skill; in order to keep the patient engaged. If challenge proves to be too difficult for the patient’s present understanding of the game and his ability to act accordingly, the patient will get frustrated and decreased motivation to continue training is the result. Comparably, when the challenge proves to be too easy, the patient will get bored.

SPECIFICATIONS / TECHNICAL PROPERTIES:
The arm skate is 3D printed, at a size of 180 mm x 510 mm x 80 mm

TAGS:
Singapore, Stroke, Rehabilitation Technology, Tangible Embodied Interaction, Virtual Reality Games, Cognitive Wellbeing

RESEARCH ABSTRACT:
Stroke is a leading cause of adult disability. It is estimated that 80% of survivors of stroke experience upper limb dysfunction and that around 60% of patients with stroke will not regain full use of their arm; however, improved motor rehabilitation is often possible even in the chronic phase of stroke. At least 500 repetitions per session are required to elicit the neuroplastic changes that underpin functional recovery. However, studies suggest that conventional rehabilitation falls short of this goal, with an average of 39 repetitions of active exercise activity per session during poststroke upper limb therapy being reported. Virtual reality (VR) gaming is gaining more acceptance as a tool for increasing the intensity of stroke rehabilitation and has the potential to offer several advantages for motivating behaviour change for health and well-being. A recent Cochrane review indicates that VR can significantly improve arm function poststroke. Intrinsic motivation for rehabilitation can be supported by incorporation of VR: competition (against the computer), challenging tasks, positive feedback, and knowledge of results can turn boring, repetitive reaching movements into fun, goal-directed motor skill learning. In 2017, the team has developed a low-cost arm skate device with a complementary non-immersive VR that align to the degree of patient impairment and bespoke computer games, which encourage a wide range of point-to-point reaching movements. Based on an earlier pilot study conducted at the METTA Elder Care Centre, factors such as comfort, convenience, physiological effect have been addressed by the proposed intervention. With the facilitation and guidance from the therapist, it also minimizes the “non-use” of their affected arms leading to better functional recovery towards independent living in the community. The ‘game therapy’ appeals to the clients intrinsically as the arm skate is played with eagerness while it stimulates cognitive senses. Although one can play the game alone, it is engaging and can quickly became a conversational piece of the day with others, remarkably increasing social interaction.

CHALLENGE:
The team is therefore keen to continue our effort to further improve and refine the arm-skate prototype and gamification for clinical trial and testing. The key aspect of our interdisciplinary approach will be the continual involvement of engineers, occupational therapists, physiotherapists, clinical psychologists, designers, end-users as well as our SIT students through the design development process. Given that SIT faculty team will be collaborating with at least three local partner ILTC organisations each with different elderly client profiles, we will need to design-and-adapt the gamified arm-skate system to suit different contextual requirements. We will also investigate various materials to address hygiene requirements.

ADDED DATE:
2018-07-13 01:24:05

TEAM MEMBERS (1) :
Agnes Xue, Alfred Tan, Desmond Chong, Tim Xu, Yeo Wan Jun

IMAGE CREDITS:
Agnes Xue, 2018.

Visit the following page to learn more: https://www.youtube.com/watch?v=i_5gZQCBEfg&a mp;feature=youtu.be
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CLIENT/STUDIO/BRAND DETAILS
NAME:
METTA Welfare Association

PROFILE:
Metta Welfare Association (Metta) was founded in 1992 by Venerable Shi Fa Zhao, Abbot of the Golden Pagoda Buddhist Temple. He is also the founding Abbot and founding President of the Buddha Tooth Relic Temple and Museum. Registered as a society in 1994, Metta is presently endorsed by the Ministry of Social and Family Development (MSF), Ministry of Health (MOH) and Ministry of Education (MOE). Metta currently supports the following services - Disability Care; Medical Care; Early intervention for children with learning difficulties; Special education and vocational training for children with mild intellectual disability and/or autism and any other welfare services as required by the community.

NOMINATION DETAILS

Arm Skate For Stroke Survivors Arm Skate Device For Stroke Rehab by Agnes Xue is a Nominee in Differently Abled and Seniors' Assistance Design Category.

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AWARD DETAILS

Arm Skate For Stroke Survivors Arm Skate Device For Stroke Rehab by Agnes Xue is Winner in Differently Abled and Seniors' Assistance Design Category, 2018 - 2019.



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