Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/16045
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dc.contributor.authorVANDERMAESEN, Marijke-
dc.contributor.authorDE WEYER, Tom-
dc.contributor.authorLUYTEN, Kris-
dc.contributor.authorCONINX, Karin-
dc.date.accessioned2013-12-05T10:22:29Z-
dc.date.available2013-12-05T10:22:29Z-
dc.date.issued2014-
dc.identifier.citationProceedings of The 8th International Conference on Tangible, Embedded and Embodied Interaction, p. 85-92.-
dc.identifier.isbn9781450326353-
dc.identifier.urihttp://hdl.handle.net/1942/16045-
dc.description.abstractPersons with a neurological disorder are confronted with significantly reduced physical abilities during their daily activities. Physiotherapy, for these patients mainly provided in rehabilitation centres, utilizes tangible, real-world objects in training for the upper limbs. Only by intensely and frequently exercising, patients have a chance to sustain or enhance their functional performance. Our research explores pervasive technologies and tangible objects to provide motivating, technology-supported training systems in a residential environment for independent use by these patients. In this paper, we describe our pervasive training system ‘PhysiCube’, consisting of prototypes ‘LiftACube’ and ‘ReachACube’. PhysiCube takes advantage of tangible interactions and games to provide motivating physical training for the upper limbs. An evaluation with therapists showed great appreciation for our prototypes. Reflections on the technical setup and use of tangible interaction for these pervasive rehabilitation systems in a residential setting are elaborated upon.-
dc.language.isoen-
dc.publisherACM-
dc.rightsACM, 2013. This is the author’s version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version is published in the proceedings of TEI’14.-
dc.subject.otherMotor training, neurorehabilitation, physical therapy, tangible interaction, pervasive healthcare, upper extremity.-
dc.titlePhysiCube: providing tangible interaction in a pervasive upper-limb rehabilitation system-
dc.typeProceedings Paper-
local.bibliographicCitation.conferencedateFebruary 16-19, 2014-
local.bibliographicCitation.conferencenameThe 8th International Conference on Tangible, Embedded and Embodied Interaction-
local.bibliographicCitation.conferenceplaceMunich, Germany-
dc.identifier.epage92-
dc.identifier.spage85-
local.bibliographicCitation.jcatC1-
local.type.refereedRefereed-
local.type.specifiedProceedings Paper-
local.identifier.vabbc:vabb:378505-
dc.identifier.doi10.1145/2540930.2540936-
dc.identifier.urlhttp://www.tiii.be/wp-content/uploads/2014/03/p85-vandermaesen.pdf-
local.bibliographicCitation.btitleTEI '14 Proceedings of The 8th International Conference on Tangible, Embedded and Embodied Interaction-
item.validationvabb 2018-
item.contributorVANDERMAESEN, Marijke-
item.contributorDE WEYER, Tom-
item.contributorLUYTEN, Kris-
item.contributorCONINX, Karin-
item.accessRightsRestricted Access-
item.fullcitationVANDERMAESEN, Marijke; DE WEYER, Tom; LUYTEN, Kris & CONINX, Karin (2014) PhysiCube: providing tangible interaction in a pervasive upper-limb rehabilitation system. In: Proceedings of The 8th International Conference on Tangible, Embedded and Embodied Interaction, p. 85-92..-
item.fulltextWith Fulltext-
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