Abstract

Here we present a study that explores the feasibility, user engagement, and usability of an interactive system that involves the use of tangible objects with various shapes and properties to interact with virtual tasks designed for upper limb rehabilitation following a stroke. We evaluated five different types of interaction modalities, including three grasps modalities (power grasp, lateral grasp and tripod grasp) and two strength modalities. These were tested using five basic game-like tasks with a total of 20 stroke patients. High levels of enjoyment were reported, and the system overall was considered feasible. The usability mean score (63.3) was acceptable for a system still in development. Enabling the use of tangibles during serious games in rehabilitation settings can enhance the transfer of learning to real-world situations.

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