TY - CHAP
T1 - An HCI Approach in Contemporary Healthcare and (Re)habilitation
AU - Brooks, Anthony Lewis
PY - 2018/1/1
Y1 - 2018/1/1
N2 - A mature HCI body of pioneering research and development is presented. Proof-of-concept and feasibility research from the 1980s led to the realizing of bespoke unencumbered gesture-based computer feedback systems for supplementing traditional therapeutic intervention for rehabilitation intervention, as well as healthcare, wellness, and quality of life. A wide array of participants, across ages, ability and condition, were involved in numerous studies. Resulting from the research is patented apparatus and method, commercial product, start-up companies, and major funding in the form of national and international projects. Positive evaluations of use were by experts in the healthcare field, as well as case-assigned staff, client families and friends. Independent third party therapist study outcomes report marked improvement up to 400% in training specific performance compared to traditional intervention. This chapter informs via biographical discussion of the evolution from original concept based upon empowering human residual function, whatever the limitation(s), to manipulate selectable multimedia content as catalyst in adaptive systems design. Emergent models to support industry uptake evolved from the research that was the foundation of pioneering an e-health solution at the end of the 20th century to support self-driven brain injury rehabilitation between a patient's home and a connected clinic. The work pre-empts the uptake by professional therapists of video games and gesture-based controllers reported at the start of the 21st century. Based in Scandinavia, due to the national and regional welfare technology programmes of support and concern for an accessible society, the work continues to evolve with new systems being created with an ongoing goal to advance the field. This contribution thus offers a historical account having a HCI focus in order to share and inspire next-generation therapists, designers and technologists who are welcome to contact the author regards project collaboration.
AB - A mature HCI body of pioneering research and development is presented. Proof-of-concept and feasibility research from the 1980s led to the realizing of bespoke unencumbered gesture-based computer feedback systems for supplementing traditional therapeutic intervention for rehabilitation intervention, as well as healthcare, wellness, and quality of life. A wide array of participants, across ages, ability and condition, were involved in numerous studies. Resulting from the research is patented apparatus and method, commercial product, start-up companies, and major funding in the form of national and international projects. Positive evaluations of use were by experts in the healthcare field, as well as case-assigned staff, client families and friends. Independent third party therapist study outcomes report marked improvement up to 400% in training specific performance compared to traditional intervention. This chapter informs via biographical discussion of the evolution from original concept based upon empowering human residual function, whatever the limitation(s), to manipulate selectable multimedia content as catalyst in adaptive systems design. Emergent models to support industry uptake evolved from the research that was the foundation of pioneering an e-health solution at the end of the 20th century to support self-driven brain injury rehabilitation between a patient's home and a connected clinic. The work pre-empts the uptake by professional therapists of video games and gesture-based controllers reported at the start of the 21st century. Based in Scandinavia, due to the national and regional welfare technology programmes of support and concern for an accessible society, the work continues to evolve with new systems being created with an ongoing goal to advance the field. This contribution thus offers a historical account having a HCI focus in order to share and inspire next-generation therapists, designers and technologists who are welcome to contact the author regards project collaboration.
KW - (Re)habilitation Training
KW - Adaptive Residual Function Systems
KW - Afferent-Efferent Neural Feedback Loop Closure
KW - All abilities
KW - All ages
KW - ArtAbilitation
KW - Authoring tool
KW - Balance training
KW - Fun
KW - GameAbilitation
KW - Gamification
KW - Gaming
KW - Inclusive creative expression
KW - Play
KW - Reafferentation
KW - Robotic Device Control
KW - Sensors (worn, held and free-standing)
KW - Serious Games
UR - http://www.scopus.com/inward/record.url?scp=85049699851&partnerID=8YFLogxK
U2 - 10.1002/9781118976005.ch43
DO - 10.1002/9781118976005.ch43
M3 - Book chapter
SN - 9781118976135
VL - 2
SP - 923
EP - 944
BT - The Wiley Handbook of Human Computer Interaction
A2 - Norman, Kent L.
A2 - Kirakowski, Jurek
PB - Wiley
ER -