Designing Alternative Interactive Techniques to Aid in Prosthetic Rehabilitation for Children

In 2014, a team of University of Central Florida engineering students gained national media exposure when they developed a customized prosthetic 3D printed arm for a six-year-old boy. This team of UCF engineers known as Limbitless Solutions, is a non-prof

  • PDF / 108,562 Bytes
  • 9 Pages / 439.37 x 666.142 pts Page_size
  • 61 Downloads / 173 Views

DOWNLOAD

REPORT


Abstract In 2014, a team of University of Central Florida engineering students gained national media exposure when they developed a customized prosthetic 3D printed arm for a six-year-old boy. This team of UCF engineers known as Limbitless Solutions, is a non-profit organization devoted to bringing designers together who aim to use their skills to improve the world around them. Using their vast knowledge of engineering and multiple 3D printing facilities they are able to create cheap, and accessible prosthetics for children. In the late spring of 2015, the School of Visual Arts and Design (SVAD) was approached by Limbitless Solutions to assist in the further design development of their products. Limbitless reached out to SVAD to obtain students who could customize and design personalized decorations on the prosthetics to suit their recipient. During those initial meetings it became clear that there was a great opportunity for collaboration between the School of Visual Arts and Design and Limbitless. Limbitless showed interest in the Game Design program at SVAD and proposed a research opportunity to integrate the controls of the Limbitless prosthetic arm with game developed by SVAD students. When the children receive their prosthetic, many of them still need to learn or, in many cases, relearn elements such as grabbing, squeezing and other range of movement with their newly fitted prosthetic, the games developed by SVAD are used to train these movements.







Keywords Games for health Gamed based training Game design Gamification Human computer interaction Augmented reality Interactive design Rehabilitation games









M. Dombrowski (&)  P. Smith  R. Buyssens School of Visual Arts and Design, University of Central Florida, 12400 Aquarius Agora Dr., Orlando, FL 32816, USA e-mail: [email protected] P. Smith e-mail: [email protected] R. Buyssens e-mail: [email protected] © Springer International Publishing Switzerland 2017 W. Chung and C.S. Shin (eds.), Advances in Affective and Pleasurable Design, Advances in Intelligent Systems and Computing 483, DOI 10.1007/978-3-319-41661-8_63

647

648

M. Dombrowski et al.

1 Introduction The concept of integrating alternative controllers to improve accessibility is not a new one in the world of gaming. However, the idea of creating a worldwide community of shareable, but most importantly, widely accessibly technology seemed unachievable up until a few years ago. Online communities such as Thingiverse, along with the advent of consumer-level 3D printing, have made it possible to provide cost effective solutions to achieve maximum exposure of cutting edge technology and make it readily available to a larger community. Research efforts from Limbitless Solutions Inc. and the Open Hand Project have utilized the growing industry of 3D printing and EMG controlled prosthetic limbs to allow this community to become a reality. Utilizing of 3D printing to print prosthetic limbs for children, helps to make typically expensive prosthetic technology much more access