The Leap Motion Controller in Clinical Music Therapy
A Computer-based Approach to Intellectual and Motor Disabilities
Adriano Barat
`
e
1
, Antonio Elia
2
, Luca A. Ludovico
1
and Eleonora Oriolo
1
1
Laboratorio di Informatica Musicale (LIM), Dipartimento di Informatica, Universit
`
a degli Studi di Milano, Milan, Italy
2
Helvetic Music Institute, Bellinzona, Switzerland
Keywords:
Music Therapy, Computer-Supported Education, Leap Motion.
Abstract:
This paper describes a technological approach to overcome motor and intellectual disabilities through musical
expression. In the context of clinical music-therapy sessions, we propose the introduction of ad-hoc hardware
sensor devices to improve free-hand interaction and to foster the development of communication and motor
skills. Multiple educational aspects are involved, ranging from the ability for the disabled to play together
in a non-competitive environment to the achievement of tangible rehabilitation results. The proposed system
captures user’s gesture through a Leap Motion controller, and the signals thus generated are sent to a software
tool that converts movements into music notes. These activities have been integrated into music-therapy
sessions held at a renowned rehabilitation center and successfully experimented on a control group.
1 INTRODUCTION
The development of suitable computer-based tech-
nologies may help people with serious disabilities
communicate and control the surrounding environ-
ment by using alternative interfaces. Technological
advances can greatly improve the quality of life by
providing access to work and entertainment activities.
Scientific research has clearly identified the im-
portance of music in the physical and intellectual re-
habilitation of disabled people. In this sense, it is
worth mentioning some works that investigate the re-
lationship between music and disability in history, so-
ciety, and culture, such as (Lerner and Straus, 2006),
(Lubet, 2011), and (Straus, 2011).
From an educational point of view, practicing a
musical instrument presents many challenges: it re-
quires manual and listening skills, as well as the abil-
ity to face the threats typical of a learning environ-
ment, such as focusing on a performance goal, gath-
ering feedbacks to improve performance, reinforc-
ing self-confidence, and developing a psychological
and behavioral toolkit against pressure and problems
(Martin, 2008). This is particularly true when work-
ing with people with disabilities, due to their physi-
cal and intellectual impairment. As clearly stated in
(Ludovico and Mangione, 2014), ad hoc music learn-
ing environments can foster self-regulation abilities in
students, by covering a 3-phase cyclical process: fore-
thought, performance or volitional control, and self-
reflection (McPherson and Renwick, 2001).
The mentioned aspects, which involve self-
awareness and encourage self-improvement, are cru-
cial factors in the design and implementation of in-
terfaces to let people actively join music experiences;
but, despite the increasing number of enabling tech-
nologies and support tools, the access to music per-
formance and creation still presents many obstacles
for people with physical and intellectual disabilities.
In literature, the term enabling technology desig-
nates a technology that alleviates the impact of dis-
ease or disability. According to (Hansson, 2007),
4 categories can be recognized, according to how
their impact is distributed between the individual and
the surrounding society: 1. therapeutic (restoring the
original biological function that has been lost or pre-
venting further losses), 2. compensatory (replacing,
fully or partially, a lost biological function by a new
function of a general nature), 3. assistive (allowing to
perform a task or activity despite an uncompensated
disability or lack of function), and 4. universal (i.e.,
intended for general use) technology.
A recent device able to cover multiple categories
of enabling technology is the Leap Motion controller.
First released in 2012, it is a computer hardware sen-
sor device able to track hand and finger motions as
input, requiring no hand contact or touching. This
USB peripheral device was originally designed to be
Baratè, A., Elia, A., Ludovico, L. and Oriolo, E.
The Leap Motion Controller in Clinical Music Therapy.
DOI: 10.5220/0006771204610469
In Proceedings of the 10th International Conference on Computer Supported Education (CSEDU 2018), pages 461-469
ISBN: 978-989-758-291-2
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
461
Figure 1: The Leap Motion controller.
Figure 2: A software application that shows hand and finger
tracking by the Leap Motion.
placed on a physical desktop, facing upward (see Fig-
ure 1). Using two monochromatic IR cameras and
three infrared LEDs, the device observes a roughly
hemispherical area to a distance of about 1 meter,
catching about 200 frames per second. Data are sent
to the host computer, where 3D position of hands and
fingers are synthesized by comparing the 2D frames
generated by the cameras (see Figure 2). As demon-
strated by independent tests, the overall average ac-
curacy of the controller is about 0.7 millimeters (We-
ichert et al., 2013).
Thanks to its intrinsic characteristics, the Leap
Motion controller has been already adopted in a num-
ber of medical and therapeutic applications. Of-
ten, this tool is used to allow free-hand interaction
in the treatment of physical injuries, including ap-
plications for hand rehabilitation (Liu et al., 2015;
Taylor and Curran, 2015), gesture recognition to re-
cover the functionalities of upper extremity (Gieser
et al., 2015), and stroke rehabilitation (Khademi et al.,
2014). Other works – e.g., (Iosa et al., 2015) and (Zhu
et al., 2015) explicitly address the possibility to treat
cognitive and intellectual disabilities.
In music research the potential of the Leap Motion
to intuitively generate and/or control a performance
is currently under investigation. This technology is
seen as a new interface for music expression, as stated
in (Ritter and Aska, 2014), and implementations em-
brace fields such as sound synthesis and interactive
live performance (Hantrakul and Kaczmarek, 2014).
Much has been written about the sociocultural di-
mensions of the interface between the human body
and technologies. It is worth citing (Haraway, 1991),
(Penley and Ross, 1991), (Gray et al., 1995), and
(Halberstam and Livingston, 1995), to name but a
few. The introduction of new computer technologies
such as augmented and virtual reality has risen in-
terest in how the ontology of bodily experience and
selfhood are altered via the human/machine interface
(Riva et al., 2016). Conversely, the ways in which
technologies can contribute to the meanings and ex-
periences of the lived body/self with disabilities has
been explored to a lesser extent (Lupton and Seymour,
2000).
The approach described below tries to draw full
benefit from the features of the Leap Motion, com-
bining its potential in the therapeutic and rehabilita-
tive fields with the possibility for (disabled) users to
intuitively control the parameters of musical expres-
sion.
In this context, the definition “computer-based
education” assumes multiple meanings: on the one
hand, it means employing enabling technologies to
learn the use of a virtual musical instrument, on the
other it involves re-education in the development or
recovery of physical and intellectual abilities.
The paper is structured as follows: Section 2 will
describe the clinical framework of the initiative, Sec-
tion 3 will provide technical details, Section 4 will
show the point of view of the music therapist, finally
Section 5 will assess the experience presenting some
measurable results.
2 BACKGROUND
The computer-aided therapeutic activities described
in the present work were experimented – and are still
ongoing at an Italian rehabilitation center called
Sim-patia.
1
The mission of this social cooperative is to give
disabled persons a future perspective by minimizing
the effects of their handicap and promoting their au-
tonomy. In this context, guests are invited to consider
their life condition not as a situation that prejudge the
1
Cooperativa Sociale Sim-patia, Via G. Parini 180,
22070 Valmorea (CO), Italy, http://www.sim-patia.it/
CSEDU 2018 - 10th International Conference on Computer Supported Education
462
Figure 3: Music therapy at Sim-patia in a “traditional” set-
ting.
possibility of fully expressing themselves, rather as an
invitation to acquire new abilities in order to achieve
such a result. Sim-patias motto is: “With the disabil-
ity, life just changes but it does not finish”.
Guests are stimulated to exploit their potential and
skills, even in highly compromised situations, in or-
der to develop communication and motor autonomy
to be spent in everyday life. This goal is achieved
by advanced technological solutions, specific equip-
ment to meet individual needs (e.g., special key-
boards, bone-conduction headphones, eye-gaze con-
trollers, etc.), and scientific collaborations involving
specialists, academia, and research centers.
In particular, the technology center at Sim-patia is
the area devoted to the study and realization of hi-tech
solutions. Starting from the analysis of the individual
needs of the disabled, a team composed by therapists,
engineers and computer experts designs and develops,
or adapts, devices useful for everyday house manage-
ment, work, communication, and leisure time.
Sim-patia offers cognitive and logopedic thera-
pies, manual and creative activities, virtual travels,
cinema clubs, and workshops on gardening, theater,
and music. As it regards the latter aspect, sound and
music education plays a key role in rehabilitation.
The disabled is invited to develop music-based com-
munication skills through the interaction with the en-
vironment and non-competitive peer cooperation, in
the context of group activities guided by a music ther-
apist. Research work such as (Karageorghis and
Terry, 1997), (Scheufele, 2000), and (Schlaug et al.,
2005) studied the effects of music on the develop-
ment of memory, language, rhythm, attention, sense-
perceptual skills, communication, and relaxation.
A music therapy session at Sim-patia, like the one
shown in Figure 3, is organized as follows:
introduction to a given author or music genre pre-
viously selected by the group;
listening activities aiming to catch the attention of
the patient and create a pleasant climax;
sound-based games;
motor games based on sound/gesture association
and expressive motion;
rhymes, and vocal, sung, and mimed songs;
guided relaxation.
In this framework, a scientific cooperation be-
tween Sim-patia and the Laboratory of Music In-
formatics
2
of the University of Milan originated a
computer-based solution that provides or extends the
interaction of disabled people with music during ther-
apeutic sessions.
This kind of music-based rehabilitation addresses
3 groups of patients, with 8 to 10 participants per
group and homogeneous for pathologies: the first
group includes users with cognitive disabilities and
some cases of moderate motor disability, the second
group is formed by boys up to 25 years old with mo-
tor and cognitive disabilities and autism, and the third
group are users in a wheelchair due to traffic acci-
dents. The time schedule is approximatively one hour
per group, repeated once a week, organized as fol-
lows: 45 minutes of practical activities plus 15 min-
utes of final discussion, open to educators’ and pa-
tients’ comments.
No patient is excluded a priori, but some patholo-
gies require particular sensitivity and patience. For
example, this is the case of autistic children, who need
more time than others to get in touch with the setting.
3 THE PROPOSED SOLUTION
The goal of the computer-based application is to let
patients generate music (in terms of pitch and rhythm)
by playing a virtual instrument in a free-hand and no-
contact context. The sequence of notes provides a sort
of leading voice that the music therapist accompanies
with the guitar.
The overall system is composed by hardware (a
computer with a Leap Motion attached) and software
components (a specially designed browser application
that integrates the LeapJS framework in order to com-
municate with the hardware device). One of the goals
of the proposal was to keep both computer require-
ments and expenses to a minimum, so as to make the
implementation simple, cost-effective, and easily re-
producible in other contexts. Aside from the purchase
2
Laboratorio di Informatica Musicale (LIM),
http://www.lim.di.unimi.it/
The Leap Motion Controller in Clinical Music Therapy
463
Figure 4: The main window of the browser interface. Horizontal sections can be customized in color, number and pitch
association during the set-up phase. The cursor provides a feedback on the current hand position.
of the controller, which is anyway a low-cost device,
3
the other requirements can be easily fulfilled.
The browser application allows users to play a vir-
tual musical instrument with a hand movement from
the bottom up and vice versa, providing a graphical
feedback of the relative position of the hand. The
space above the controller is vertically segmented into
a number of rectangular areas, each one referring to a
different note pitch and represented on screen through
a colored section (see Figure 4). When the dis-
tance between hand and controller exceeds a thresh-
old value, this gesture triggers the production of a new
sound. If the hand remains in a given area for a prede-
fined amount of time, a new note with the same pitch
is performed.
User interaction is deliberately simple, so as to re-
spond to the constraints posed by the clinical situa-
tion of seriously disabled people. For example, the
horizontal position of the hand could ba tracked as
well, but we decided to ignore data on this axis. If
the therapist should decide to detect horizontal move-
ments instead of vertical ones, the Leap Motion could
be easily rotated, and also the interface accordingly.
Some parameters can be customized during the
set-up phase, in order to better meet specific needs.
First, the capture range can be fine-tuned by determin-
ing the minimum and maximum distance from sen-
3
At the moment of writing, the Leap Motion controller
is sold for less than $80.
sors that each user can cover with his/her gestures.
The declared range of the device is 25 to 600 mm, but
often the movements of patients are far more limited.
Moreover, configuring the actual capture area allows
to place the device in non-standard position and ori-
entation.
Another parameter that can be fixed is the number
of horizontal sections the total area is divided into, or
alternatively their height. This value sets the number
of different pitches supported by the interface. For ex-
ample, paraplegic patients as well as seriously injured
people may experience great difficulty in moving the
limbs and pointing precisely: in this case, it is possi-
ble to adopt a setting with few but well-defined areas.
For different reasons, giving the option to perform
only a limited number of notes can encourage users
with intellectual disabilities, without causing them a
sense of frustration.
Please note that the mentioned parametrization,
basically intended to provide the user with a comfort-
able interface, can be also turned into an instrument of
motivation and engagement. For instance, the experi-
ence described in Section 5 showed that, after an ini-
tial learning and adaptation phase, some patients were
eager to play with richer and more complex configu-
rations, implying a higher number of notes.
Other parameters customizable through the inter-
face are less functional to rehabilitation, but they
make music experience more engaging. For exam-
ple, specific pitches can be associated to the horizon-
CSEDU 2018 - 10th International Conference on Computer Supported Education
464
tal sections, thus supporting typical progressions and
cadences (e.g., the I-V or I-IV-V progression), scale
models (e.g., the pentatonic or the whole tone scale),
and altered notes to play in specific keys. Another op-
tion concerns the timbre of the virtual instrument in
use.
The graphical interface was designed keeping
simplicity in mind. Implemented as a browser ap-
plication in HTML5 and JavaScript, the main page
presents a number of colored horizontal sections cor-
responding to pitches and a hand-shaped cursor that
provides visual feedback on the rough position of the
hand. It would be easy to track and graphically rep-
resent further or more precise information. For in-
stance, the Leap Motion technology can track both
hands and even single finger bones, and, concern-
ing the interface, a hand and finger 3D visualizer is
already available in the extension framework called
LeapJS. Nevertheless, the music therapist discour-
aged a finer level of granularity, considering it mis-
leading for patients affected by intellectual disability
and frustrating for those presenting physical impair-
ment.
4 THE MUSIC THERAPIST’S
POINT OF VIEW
A subjective way to evaluate the initiative was an in-
terview with the music therapist working at Sim-patia,
who played a key role both in the design and in the
test phase of the computer-based solution (see Figure
5). Being an expert domain, his remarks will be help-
ful to assess the educational valence in the context of
physical and intellectual stimulation of people with
disabilities. A more objective way to assess the expe-
rience, based on measurable results, will be provided
in Section 5.
First, the therapist motivated the design choice to
map pitches onto the vertical dimension. In West-
ern tradition, there is the cultural assumption that
acute pitches “go upwards” as they are compared to
light and purity, whereas low pitches are associated
to darkness and gravity. Consequently, it is more in-
tuitive for anyone especially for a child or a person
with intellectual disability to link high and low notes
to the upper and lower part of the body respectively.
Another important point to clarify is the possibil-
ity to customize the pitches that users can play. Since
the interface addresses in general persons with
no previous music training, and presenting different
levels of disability, either motor/physical or cogni-
tive/intellectual, the goal of creating melodic aware-
ness for them is not trivial. Rather than providing
Figure 5: A disabled person interacting with the system.
users with a traditional diatonic scale (e.g., the eight-
grade C major scale), the proposed virtual instrument
supports (potentially) smaller sets of pitches. Even a
minimal subset of natural notes formed, e.g., by C
and D showed to be effective in producing articu-
lated melodic events. In fact, these two pitches can be
intuitively associated to the ideas of rest/conclusion
and tension/suspension, also supported by the adap-
tive guitar accompaniment of the music therapist. Af-
ter a short time, users realize that their gestures are
producing something similar to a dialog.
Complexity that implies a higher level of diffi-
culty, but also greater expressive potential can be
raised by adding notes. As a result, patients are mo-
tivated to interact with the musical accompaniment,
being rewarded by the achievement of richer melodic
tunes. Interaction with external musical stimuli can
be fostered also through a suitable choice of the pitch
set. For instance, the pentatonic scale, presenting no
halftone interval, is easily adaptable to any accom-
paniment, consequently it has been extensively used
during music-therapy sessions.
In conclusion, during the interview the music ther-
apist showed a high degree of appreciation towards
the interface, described as an enabling device that en-
hances the traditional therapy sessions by encourag-
ing the patients’ interaction with music.
5 ASSESSMENT
After verifying the effectiveness of the computer-
based framework from the therapist’s point of view,
the research questions to be answered are if and
to what extent its adoption has allowed patients to
progress on their rehabilitation.
The approach adopted at Sim-patia is based on the
Phenomenological-relational Methodology by Paolo
The Leap Motion Controller in Clinical Music Therapy
465
Figure 6: Observation form in use at the Helvetic Music
Institute, originally prepared by P. Cattaneo and A. Elia for
experimental music therapy projects at the Case per Anziani
del Canton Ticino.
Cattaneo (Cattaneo, 2009; Elia, 2017) and focuses on
the centrality of musical language, that aims at the
construction of the therapeutic relationship and is in-
tended as an “active principle” linked to the cultural
dimension and neurobiochemical responses.
The music therapist used an observation form (see
Figure 6) to track improvements during the period
of therapy. This document, compiled at the begin-
ning and at the end of the rehabilitation path, al-
lows to objectively evaluate the evolution occurred in
the psycho-physical, affective-emotional and cogni-
tive field, thus showing the results achieved for each
participant through therapeutic intervention. The mu-
sic therapist is asked to express his opinions through
a 4-point Likert scale.
The principle on which the evaluation form is
based takes into consideration the three main ele-
ments of musical language, i.e. rhythm, melody and
harmony, and combines them with the three main di-
mensions of the human system, namely movement,
emotion and thought. The three main areas are de-
tailed in sub-areas that specifically describe the par-
ticipant’s responses to the music-therapy setting. In
this experimentation, only the significant part of the
form was used.
Due to the peculiar characteristics of this experi-
ment, the therapist recorded additional data concern-
ing the capabilities achieved across multiple sessions,
i.e. the range of distances from the Leap Motion that
the user was able to reach (wider ranges correspond to
better motor skills) and the number of notes proposed
to the patient (higher values imply a better ability to
control gesture).
Concerning the range, it is worth underlining that
some patients were able to cover the full interval,
spanning from 25-50 to 600 millimeters. In this sense,
patients with autism were particularly skilled, but
more surprisingly also some users with motor dis-
ability were able to achieve this remarkable result.
The average number of notes proposed to users
was 5, considerably above the minimum subset of 2
notes mentioned in the Section 4. This value is rel-
evant both for people with motor disabilities, who
could experience difficulties in precisely pointing an
area, and for people with intellectual disabilities, less
prone to interact with music.
Table 1 summarizes the results of the experimen-
tation conducted on a group of 9 patients at Sim-
patia. The test set is heterogeneous as it regards age,
genre, and pathology. The latter aspect required to
customize the parameters of the interface, and specif-
ically to calibrate gesture captures and to fix the num-
ber of playable notes. For the sake of brevity, the
last column provides an average value of the multi-
dimensional data from the observation form. Even
if starting from different levels, the therapist regis-
tered improvements in all his patients in a very limited
number of sessions. It is worth noting that: User 3,
despite his motor disability, was able to cover the full
range of distances and to play a whole 8-grade scale;
User 5, affected by quadriplegia, obtained very en-
couraging results in terms of motion ability; and User
7, presenting autism spectrum disorder, was success-
fully administered a non-trivial 5-grade scale.
In general terms, making autistic patients interact
with the interface and produce music together with the
therapist was a remarkable success. Anyway, this cat-
egory of users showed innate musical abilities, being
able to easily memorize tunes and reproduce them.
6 CONCLUSIONS
In this work, we have described a computer-based ap-
proach to encourage the interaction of disabled peo-
ple with music content during music-therapy sessions.
Starting from educational roots and clinical require-
ments, with the help of experts from different do-
mains (behavioral and rehabilitative medicine, music
CSEDU 2018 - 10th International Conference on Computer Supported Education
466
Table 1: Evaluation of the results achieved through music-therapy sessions. Values in the last column are expressed – session
by session – in a 4-point Likert scale.
User Genre Pathology Parameters Session Results
1 M
Mean mental retardation, spastic hemiplegia
and hemiparias at unspecified hemispherical site,
predominant emotionality disorders
start = 50 mm
end = 600 mm
notes = 6
S1
S2
S3
S4
S5
S6
2
2
3
3
3
4
2 F
Intellectual disability with infant cerebral palsy
and bilateral spastic tetrapareris
start = 25 mm
end = 300 mm
notes = 3
S1
S2
S3
S4
1
2
2
3
3 M
Spastic quadriplegia, severe mental retardation,
dysphasia
start = 25 mm
end = 600 mm
notes = 8
S1
S2
S3
S4
3
3
4
4
4 M
Childhood autism with pervasive developmental
disorder, moderate cognitive delay and echolalia
start = 25 mm
end = 500 mm
notes = 6
S1
S2
S3
2
2
3
5 M Quadriplegia caused by street trauma
start = 50 mm
end = 400 mm
notes = 4
S1
S2
2
4
6 F Motor disability
start = 100 mm
end = 300 mm
notes = 3
S1 2
7 M Autism spectrum disorder
start = 25 mm
end = 600 mm
notes = 5
S1
S2
1
3
8 M Brain cerebral hemorrhage with femoral fracture
start = 50 mm
end = 600 mm
notes = 6
S1
S2
S3
2
3
3
9 M Autism spectrum disorder
start = 50 mm
end = 600 mm
notes = 4
S1
S2
1
2
and musicology, computer science) we have designed
and released a framework that was tested in a clinical
context, showing encouraging results.
Based on the Leap Motion, the application imple-
ments a simplified and intuitive virtual instrument that
gives musically-untrained disabled people the chance
to create a music tune, picking available pitches from
a user-tailored set. The musical experience is highly
customizable, depending not only on the type and
level of disability to treat, but also on the skills and
motivation developed by users during their rehabilita-
tion path.
As a relevant result, the creation of recurrent musi-
cal patterns becomes a recognizable element that trig-
gers formal processes. Thanks to sound, the whole
psychomotor sphere is stimulated: through live in-
teraction, a gesture produces a clearly recognizable
sound feedback, and the effect is the feeling to play
and achieve the desired musical result, even in ab-
sence of a physical contact.
This computer-based project presented multiple
educational meanings. First, thanks to the Leap Mo-
tion, disabled people were encouraged to play to-
gether in a non-competitive environment, learning
music concepts intuitively (e.g., melody, rhythm, har-
mony, synchronization, etc.). Another form of edu-
The Leap Motion Controller in Clinical Music Therapy
467
cational achievement can be seen in the rehabilita-
tion results fostered by this approach, which moti-
vated users and pushed them to overcome their lim-
its in order to reach new goals (e.g., a more pre-
cise pointing or a higher number of available notes).
But another educational valence of the proposed ap-
proach emerges in a flipped context, since the thera-
pist himself learned something about his patients from
the musical interaction they were able to produce to-
gether.
Concerning future work, we plan to track patients’
improvements over a longer period, extend this early
experimentation to a wider test group, and propose
such a computer-based solution to other therapists and
rehabilitation centers.
ACKNOWLEDGMENTS
The authors gratefully acknowledge the staff of Sim-
patia, and in particular the IT responsible Nicola Li-
boni, for their help and support.
REFERENCES
Cattaneo, P. (2009). La canzone come esperienza re-
lazionale, educativa, terapeutica. Universal Music
MGB Publications, Sesto Ulteriano, San Giuliano Mi-
lanese.
Elia, A. (2017). Con un fil di voce: dinamiche espressive tra
parlato e canto. In Cattaneo, P. and Lopez, L., editors,
Musicoterapia e Relazione. Franco Angeli, Milano.
Gieser, S. N., Boisselle, A., and Makedon, F. (2015). Real-
time static gesture recognition for upper extremity re-
habilitation using the leap motion. In International
Conference on Digital Human Modeling and Applica-
tions in Health, Safety, Ergonomics and Risk Manage-
ment, pages 144–154. Springer.
Gray, C. H., Figueroa-Sarriera, H. J., and Mentor, S. (1995).
The cyborg handbook.
Halberstam, J. M. and Livingston, I. (1995). Posthuman
bodies. Indiana University Press.
Hansson, S. O. (2007). The ethics of enabling technol-
ogy. Cambridge Quarterly of Healthcare Ethics,
16(3):257–267.
Hantrakul, L. and Kaczmarek, K. (2014). Implementations
of the leap motion device in sound synthesis and inter-
active live performance. In Proceedings of the 2014
International Workshop on Movement and Comput-
ing, page 142. ACM.
Haraway, D. (1991). Simians, cyborgs, and women: The
reinvention of nature. Routledge.
Iosa, M., Morone, G., Fusco, A., Castagnoli, M., Fusco,
F. R., Pratesi, L., and Paolucci, S. (2015). Leap motion
controlled videogame-based therapy for rehabilitation
of elderly patients with subacute stroke: a feasibility
pilot study. Topics in stroke rehabilitation, 22(4):306–
316.
Karageorghis, C. I. and Terry, P. C. (1997). The psy-
chophysical effects of music in sport and exercise: A
review. Journal of Sport Behavior, 20(1):54.
Khademi, M., Mousavi Hondori, H., McKenzie, A., Do-
dakian, L., Lopes, C. V., and Cramer, S. C. (2014).
Free-hand interaction with leap motion controller for
stroke rehabilitation. In Proceedings of the extended
abstracts of the 32nd annual ACM conference on Hu-
man factors in computing systems, pages 1663–1668.
ACM.
Lerner, N. and Straus, J. (2006). Sounding off: Theorizing
disability in music. Routledge.
Liu, Z., Zhang, Y., Rau, P.-L. P., Choe, P., and Gulrez, T.
(2015). Leap-motion based online interactive system
for hand rehabilitation. In International Conference
on Cross-Cultural Design, pages 338–347. Springer.
Lubet, A. (2011). Music, disability, and society. Temple
University Press.
Ludovico, L. A. and Mangione, G. R. (2014). Self-
regulation competence in music education. In
McPherson, M. and Nunes, M. B., editors, Proceed-
ings of the International Conference e-Learning 2014
(EL 2014), pages 46–54, Lisbon, Portugal. IADIS
Press.
Lupton, D. and Seymour, W. (2000). Technology, selfhood
and physical disability. Social science & medicine,
50(12):1851–1862.
Martin, A. J. (2008). Motivation and engagement in music
and sport: Testing a multidimensional framework in
diverse performance settings. Journal of personality,
76(1):135–170.
McPherson, G. E. and Renwick, J. M. (2001). A longi-
tudinal study of self-regulation in children’s musical
practice. Music Education Research, 3(2):169–186.
Penley, C. and Ross, A. (1991). Technoculture, volume 3.
U of Minnesota Press.
Ritter, M. and Aska, A. (2014). Leap motion as expressive
gestural interface. In ICMC.
Riva, G., Ba
˜
nos, R. M., Botella, C., Mantovani, F., and
Gaggioli, A. (2016). Transforming experience: the
potential of augmented reality and virtual reality for
enhancing personal and clinical change. Frontiers in
psychiatry, 7.
Scheufele, P. M. (2000). Effects of progressive relaxation
and classical music on measurements of attention, re-
laxation, and stress responses. Journal of behavioral
medicine, 23(2):207–228.
Schlaug, G., Norton, A., Overy, K., and Winner, E. (2005).
Effects of music training on the child’s brain and cog-
nitive development. Annals of the New York Academy
of Sciences, 1060(1):219–230.
Straus, J. N. (2011). Extraordinary measures: Disability in
music. Oxford University Press.
Taylor, J. and Curran, K. (2015). Using leap motion
and gamification to facilitate and encourage rehabil-
itation for hand injuries: leap motion for rehabilita-
tion. Handbook of Research on Holistic Perspectives
in Gamification for Clinical Practice, pages 183–192.
CSEDU 2018 - 10th International Conference on Computer Supported Education
468
Weichert, F., Bachmann, D., Rudak, B., and Fisseler, D.
(2013). Analysis of the accuracy and robustness of the
leap motion controller. Sensors, 13(5):6380–6393.
Zhu, G., Cai, S., Ma, Y., and Liu, E. (2015). A series of
leap motion-based matching games for enhancing the
fine motor skills of children with autism. In Advanced
Learning Technologies (ICALT), 2015 IEEE 15th In-
ternational Conference on, pages 430–431. IEEE.
The Leap Motion Controller in Clinical Music Therapy
469