TY - CHAP
T1 - ‘RehabMasterTM’
T2 - A Pervasive Rehabilitation Platform for Stroke Patients and Their Caregivers
AU - Seo, Kyoungwon
AU - Kim, Jieun
AU - Ryu, Hokyoung
AU - Jang, Seongho
N1 - Publisher Copyright:
© Springer-Verlag London 2014.
PY - 2014
Y1 - 2014
N2 - Rehabilitating post-stroke patients needs an ongoing treatment for a long time, and in particular, making them to perseveringly engage into the treatment is key to success. In practice, such an approach has been widely applied in the institutionalized environments (e.g., hospitals), but less successful when the patients return to home, which entails the importance of pervasive health. We provide a comprehensive source of studies regarding serious games for stroke patients. It covers, in part, edutainment issues for motivating them to further engage into the exercises at home; and mostly at the same time for how a serious game platform can be integrated into the institutionalized medical treatments in the current work practices in Korea. In particular, we are much interested in sharing our design experiences from the implementation to installation of such platform in the patient’s home and across the institutions, under the umbrella project called the ‘Ubiquitous Health Korea’ project. We try to introduce the multifaceted approach (e.g., HCI design issues, team treatment issues, organizational issues, and even political issues) about how to provide a healthcare service design in Korea as a practical case study.
AB - Rehabilitating post-stroke patients needs an ongoing treatment for a long time, and in particular, making them to perseveringly engage into the treatment is key to success. In practice, such an approach has been widely applied in the institutionalized environments (e.g., hospitals), but less successful when the patients return to home, which entails the importance of pervasive health. We provide a comprehensive source of studies regarding serious games for stroke patients. It covers, in part, edutainment issues for motivating them to further engage into the exercises at home; and mostly at the same time for how a serious game platform can be integrated into the institutionalized medical treatments in the current work practices in Korea. In particular, we are much interested in sharing our design experiences from the implementation to installation of such platform in the patient’s home and across the institutions, under the umbrella project called the ‘Ubiquitous Health Korea’ project. We try to introduce the multifaceted approach (e.g., HCI design issues, team treatment issues, organizational issues, and even political issues) about how to provide a healthcare service design in Korea as a practical case study.
KW - Clinical Staff
KW - Occupational Therapist
KW - Rehabilitation Program
KW - Rehabilitation Training
KW - Stroke Patient
UR - https://www.scopus.com/pages/publications/105036510467
U2 - 10.1007/978-1-4471-6413-5_6
DO - 10.1007/978-1-4471-6413-5_6
M3 - Chapter
AN - SCOPUS:105036510467
T3 - Human - Computer Interaction Series
SP - 131
EP - 155
BT - Human - Computer Interaction Series
PB - Springer International Publishing
ER -