ArticleRestorative neurology and neuroscience2018
Robotic gaming prototype for upper limb exercise: Effects of age and embodiment on user preferences and movement.
Article in Restorative neurology and neuroscience, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 12 papers, 1 of them a synthesis that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
12 citing papers in PubMed, 1 synthesis or guideline pooled it, 37 citations in OpenAlex.
- Leveraging human-robot interaction and virtual reality for digital biomarkers in diagnostics and rehabilitation: a review from the Age-It Research Program.The journals of gerontology. Series B, Psychological sciences and social sciences · 2025Pooled it
- A robot goes to rehab: a novel gamified system for long-term stroke rehabilitation using a socially assistive robot-methodology and usability testing.Journal of neuroengineering and rehabilitation · 2021Trial
- Exercising with Baxter: preliminary support for assistive social-physical human-robot interaction.Journal of neuroengineering and rehabilitation · 2020Trial
- Designing for gender, age & proficiency: an empirical study of the cognitive ergonomics of dual-task interference in industrial human-robot collaboration.Frontiers in neurorobotics · 2026Article
- How can robots facilitate physical, cognitive, and social engagement in skilled nursing facilities?Frontiers in aging · 2024Article
- How should robots exercise with people? Robot-mediated exergames win with music, social analogues, and gameplay clarity.Frontiers in robotics and AI · 2023Article
- Extended Interviews with Stroke Patients Over a Long-Term Rehabilitation Using Human-Robot or Human-Computer Interactions.International journal of social robotics · 2022Article
- Interaction Matters: The Effect of Touching the Social Robot PARO on Pain and Stress is Stronger When Turned ON vs. OFF.Frontiers in robotics and AI · 2022Article
- A Socially Assistive Robot for Stroke Patients: Acceptance, Needs, and Concerns of Patients and Informal Caregivers.Frontiers in rehabilitation sciences · 2021Article
- Mirror Visual Feedback Prior to Robot-Assisted Training Facilitates Rehabilitation After Stroke: A Randomized Controlled Study.Frontiers in neurology · 2021Article
- Touching the social robot PARO reduces pain perception and salivary oxytocin levels.Scientific reports · 2020Article
- Smooth leader or sharp follower? Playing the mirror game with a robot.Restorative neurology and neuroscience · 2018Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundEffective 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.
objectivesTo: (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.
methods62 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, participants had to place three cups in sequence on a physical 3D grid. Cup picking-and-placing was chosen as a functional task that is often practiced in post-stroke rehabilitation. Movement of the participants was recorded using a Kinect camera.
resultsThe timing of the participants' movement was primed by the response time of the system: participants moved slower when playing with the slower embodied system (p = 0.006). The majority of participants preferred the robot over the computer-controlled system. Slower response time of the robot compared to the computer-controlled one only affected the young group's motivation to continue playing.
conclusionWe demonstrated the feasibility of the system to encourage the performance of repetitive 3D functional movements, and track these movements. Young and old participants preferred to interact with the robot, compared with the non-embodied system. We contribute to the growing knowledge concerning personalized human-robot interactions by (1) demonstrating the priming of the human movement by the robotic movement - an important design feature, and (2) identifying response-speed as a design variable, the importance of which depends on the age of the user.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.