Evidence map›Paper›PMID 29526862›Full record

ArticleRestorative neurology and neuroscience2018

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

Danny Eizicovits, Yael Edan, Iris Tabak, Shelly Levy-Tzedek

Open access · bronzeAbstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
12citing papers in PubMed, 1 pooled it
3.2field-weighted citation impact, top 9% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

12 citing papers in PubMed, 1 synthesis or guideline pooled it, 37 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors at 1 institution in 1 country.

Danny EizicovitsDepartment of Industrial Engineering and Management, Ben-Gurion University of the Negev, Beer-Sheva, Israel.
Yael EdanDepartment of Industrial Engineering and Management, Ben-Gurion University of the Negev, Beer-Sheva, Israel.
Iris TabakDepartment of Education, Ben-Gurion University of the Negev, Beer-Sheva, Israel.
Shelly Levy-TzedekRecanati School for Community Health Professions, Department of Physical Therapy, Ben Gurion University of the Negev, Beer-Sheva, Israel.
Ben-Gurion University of the Negev · IL

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

RoboticsAdultAgedAged, 80 and overAgingAlgorithmsBiomechanical PhenomenaEquipment DesignExerciseFemaleGames, ExperimentalHealthy VolunteersHumansMaleMiddle AgedMovementAginghuman-robot interactionmovement primingpersonalized roboticssocially assistive roboticsupper limb exerciseupper limb rehabilitation

Identifiers

PMID29526862
PMCPMC5870005
OpenAlexW2793034424

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

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.