modular way.
The task analysis and the division of the interface
into three areas, resulted in a system that was easy
to use and matched the workflow of a typical therapy
session. The distribution of the exercise types per-
formed during the clinical evaluation shows that the
distinction between mobilizing and stabilizing move-
ments is fundamental and well reflected in practice.
The abstract visual feedback that we designed was
considered helpful. Ambient feedback in the form
of the Lightbulb proved to be a very useful addition
to the computer screen in a real-life therapy setting.
With regard to feedback and motivation, the study
only provided some first hints though. Participants
liked the game and the feedback, but there is fur-
ther systematic investigation needed to answer our re-
search questions in this area.
The usage patterns and the answers from the ques-
tionnaires from the clinical evaluation provide a stable
foundation for the further development of the Back-
trainer system. Since therapists did not have to follow
a fixed protocol, but were free to use the Backtrainer
when they saw a need, we interpret the numbers that
we found as encouraging indication for the adoption
of such a therapy support system.
The above results suggest future work for the elab-
oration of the system in several areas:
• Evaluate other feedback modalities (e.g. audi-
tory, tactile), and other ambient devices (e.g. light
emitting floor panels). Also the use of wearable
3D-Displays (Eye-goggles) will be evaluated.
• Explore a telemedical scenario in which the ex-
ercises performed by the patient at home can be
evaluated by geographically distant physiothera-
pists to provide guidance for the patients.
• Evaluate ”virtual reality” game-like feedback
modalities to further raise motivational factors.
ACKNOWLEDGEMENTS
This work was supported by funding from the Swiss
Innovation Promotion Agency CTI. The authors
would like to thank Hocoma AG for their support.
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