Conference Paper/Proceeding/Abstract 1190 views
Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification
2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), Pages: 1 - 8
Swansea University Author: Xiuyi Fan
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DOI (Published version): 10.1109/segah.2017.7939284
Abstract
Total Knee Replacement (TKR) is an increasingly common surgery worldwide. A significant contributor to TKR success is post-surgical rehabilitation. In this work, we present Fun-Knee™, a novel sensor-equipped knee support complemented by mobile device-supported games, specifically designed for “gamif...
Published in: | 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH) |
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ISBN: | 978-1-5090-5483-1 9781509054824 |
Published: |
Perth, WA, AUstralia
IEEE
2017
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URI: | https://cronfa.swan.ac.uk/Record/cronfa39372 |
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2018-04-11T19:34:04Z |
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2018-04-23T19:31:34Z |
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2018-04-23T14:22:56.6027985 v2 39372 2018-04-11 Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification a88a07c43b3e80f27cb96897d1bc2534 Xiuyi Fan Xiuyi Fan true false 2018-04-11 MACS Total Knee Replacement (TKR) is an increasingly common surgery worldwide. A significant contributor to TKR success is post-surgical rehabilitation. In this work, we present Fun-Knee™, a novel sensor-equipped knee support complemented by mobile device-supported games, specifically designed for “gamified” TKR rehabilitation. Two inclinometers are used to measure the knee angle, which is used as the main input to the developed game. Human-Centered Design theory is applied throughout the game design to ensure a customized, dynamic gaming experience to maximize the pain distraction effect and to increase the exercise compliance and improve the rehabilitation outcome. Preliminary survey results collected from practicing physiotherapists show promising outcomes of the developed prototype, in terms of hardware and software characteristics, usability, clinical utility and overall effectiveness. Conference Paper/Proceeding/Abstract 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH) 1 8 IEEE Perth, WA, AUstralia 978-1-5090-5483-1 9781509054824 1 4 2017 2017-04-01 10.1109/segah.2017.7939284 COLLEGE NANME Mathematics and Computer Science School COLLEGE CODE MACS Swansea University 2018-04-23T14:22:56.6027985 2018-04-11T18:43:32.2689561 Faculty of Science and Engineering School of Mathematics and Computer Science - Computer Science Yang Qiu 1 Kun Man Li 2 Eng Chuan Neoh 3 Huiguo Zhang 4 Xin Yue Khaw 5 Xiuyi Fan 6 Chunyan Miao 7 |
title |
Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification |
spellingShingle |
Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification Xiuyi Fan |
title_short |
Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification |
title_full |
Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification |
title_fullStr |
Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification |
title_full_unstemmed |
Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification |
title_sort |
Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification |
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a88a07c43b3e80f27cb96897d1bc2534 |
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a88a07c43b3e80f27cb96897d1bc2534_***_Xiuyi Fan |
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Xiuyi Fan |
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Yang Qiu Kun Man Li Eng Chuan Neoh Huiguo Zhang Xin Yue Khaw Xiuyi Fan Chunyan Miao |
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2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH) |
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IEEE |
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Total Knee Replacement (TKR) is an increasingly common surgery worldwide. A significant contributor to TKR success is post-surgical rehabilitation. In this work, we present Fun-Knee™, a novel sensor-equipped knee support complemented by mobile device-supported games, specifically designed for “gamified” TKR rehabilitation. Two inclinometers are used to measure the knee angle, which is used as the main input to the developed game. Human-Centered Design theory is applied throughout the game design to ensure a customized, dynamic gaming experience to maximize the pain distraction effect and to increase the exercise compliance and improve the rehabilitation outcome. Preliminary survey results collected from practicing physiotherapists show promising outcomes of the developed prototype, in terms of hardware and software characteristics, usability, clinical utility and overall effectiveness. |
published_date |
2017-04-01T13:25:16Z |
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11.048453 |