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Dataset Information

Robotic gaming prototype for upper limb exercise: Effects of age and embodiment on user preferences and movement.


ABSTRACT:

Background

Effective human-robot interactions in rehabilitation necessitates an understanding of how these should be tailored to the needs of the human. We report on a robotic system developed as a partner on a 3-D everyday task, using a gamified approach.

Objectives

To: (1) design and test a prototype system, to be ultimately used for upper-limb rehabilitation; (2) evaluate how age affects the response to such a robotic system; and (3) identify whether the robot's physical embodiment is an important aspect in motivating users to complete a set of repetitive tasks.

Methods

62 healthy participants, young (<30 yo) and old (>60 yo), played a 3D tic-tac-toe game against an embodied (a robotic arm) and a non-embodied (a computer-controlled lighting system) partner. To win,

SUBMITTER: Eizicovits D 

PROVIDER: S-EPMC5870005 | biostudies-literature | 2018

REPOSITORIES: biostudies-literature