Human Computer Interaction in Stroke Rehabilitation
General Material Designation
[Thesis]
First Statement of Responsibility
Khademi Hedayat, Maryam
Subsequent Statement of Responsibility
Lopes, Cristina Videira
.PUBLICATION, DISTRIBUTION, ETC
Name of Publisher, Distributor, etc.
UC Irvine
Date of Publication, Distribution, etc.
2015
DISSERTATION (THESIS) NOTE
Body granting the degree
UC Irvine
Text preceding or following the note
2015
SUMMARY OR ABSTRACT
Text of Note
Movement impairment after stroke typically requires intensive treatments for several weeks after the initial injury. An important goal for rehabilitation engineering is to develop technology that allows individuals with stroke to practice intensive movement training without the expense of an always-present therapist. This thesis focuses on stroke rehabilitation as an HCI problem, offering an HCI-centric investigation of the design space for effective rehabilitation therapies. We investigate an HCI-centric approach to stroke rehabilitation. First, we designed and developed a spatial augmented reality system for assessment and training of upper extremity in patients with stroke. This system leveraged a novel patient-computer interaction mode which showed patient's superior performance compared to the conventional computerized stroke rehabilitation. Next we developed and evaluated a 3D free hand interaction environment for training high-level hand functions in patients. After that, we developed a tele-rehabilitation neuro-game platform designed for in-home patient's use that included several neuro-games to enhance targeted brain functions in patients. Finally, a study was designed to investigate neurobiological correlates of patients' cognitive functions while using our tele-rehabilitation platform.Based on the studies' findings, we argue that the benefit of using an HCI-centric approach to stroke rehabilitation is twofold: (i) it introduces advanced computer technology that can be customized to specific patients' needs; and (ii) it provides new methods to help patients with their Activities of Daily Living (ADL), both in terms of their behavioral change as well as functional capabilities. Furthermore, our game design process and principles are tailored to the challenges and opportunities of neuro-rehabilitation. This research is an in-depth analysis of how technology, and games in particular, need to be carefully considered to support effective therapies for physical rehabilitation.