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Designing a Wearable Gait Assistant for Parkinson’s Patients

[M22 project by João Paulo Lammoglia]

The project revolves around the Freezing of Gait (FOG) phenomenon occurring among elderly patients with Parkinson’s disease (PD). FOG is the temporary, involuntary inability to move and it can be experienced on turning, in narrow spaces, whilst reaching a destination, and in stressful situations. FOG is one of the most disabling and common mobility disorder in PD, and is usually observed in the advanced stages of the disease (Nieuwboer, 2013). Gait impairment and FOG seriously affect the quality of life of patients as it can lead to an unpredictable loss of control over movement and can result into falls.

The effectiveness of the Sensory cueing in improving gait in PD patients has been established by different researchers (Bagley, 1991) (Freedland, 2002). Sensory cueing can be defined as the use of external temporal or spatial stimuli to facilitate movement, gait initiation and continuation (Nieuwboer, 2007). It can be divided into three modalities: visual cueing; auditory cueing; and tactile cueing. Visual cues help to enlarge the stride length and generate sufficient amplitude movement (Azulay, 1999), while auditory cues help to stabilize the gait timing (Freedland, 2002).

The goal for this project is to combine the established scientific knowledge on FOG and Sensory cueing with an in-depth User Research into the design of an intelligent product/service for the assistance of a more independent lifestyle for PD patients with FOG symptoms.

In this document it is described my design vision and connected to it motivation for my Final Master Project. After, information about the context and project can be found. It is illustrated the project development, design approach, outcomes and future steps.

J. P. Lammoglia, Designing a Wearable Gait Assistant for Parkinson’s Patients, M22 Report, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2016.
FULLTEXT: PDF
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LivingSurface: Biofeedback through Shape-changing Display

2016-TEI-LivingSurfaceIn this paper we describe the concept, design and implementation of LivingSurface, an interactive wall-like surface as a shape-changing display of biofeedback. The surface changes its shape responding to an individual’s physiological data, reflecting the internal bodily processes. The surface design basically consists of two layers: the pattern layer (front layer) and the actuating layer (back layer). The first is a complex paper-based structure with repetitive incisions created by laser cutting. The actuating layer serves as a medium transforming the force from servomotors, vibration motors or fans into an action on the
pattern layer. The cutout patterns are stimulated to vibrate, swing, bulge, or rotate which is used to display physiological information in dynamic physical form. This work has been exhibited on Milan Design Week 2015; we collected and analyzed the feedback from the visitors during the exhibition and discuss the possibilities of the proposed surfaces as a shape-changing interface of biofeedback or an ambient display of information.

B. Yu, N. Bongers, A. van Asseldonk, J. Hu, M. Funk, and L. Feijs, “LivingSurface: Biofeedback through Shape-changing Display,” in Tenth Anniversary Conference on Tangible Embedded and Embodied Interaction, Eindhoven, 2016, pp. 168-175.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
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EVE

Project by Myrte Thoolen and Bram de Vogel

2015-MyrteThoolen-Eve This report details the combined work of Bram de Vogel (B3.2 Final Bachelor) and Myrte Thoolen (Pre-Master) in semester 1 2015-2016. We developed the “Eve” Sleep Diary concept within the context of the project Tools for Medical Professionals and the project track Sleep in particular. The design challenge in the project was to develop a new sleep diary for use in the treatment of patients with insomnia. For our final concept, we designed “Eve,” a hybrid physical-digital sleep diary. Eve aims to improve the sleep logging experience for insomnia patients and to provide medical specialists with more quality and
quantity of patient sleep data, significantly benefitting the treatment.
Within this report, you may find an extensive description of the “Eve” Sleep Diary, description and analysis of the original problem, the design process as well as future development (recommendations). We have also added individual reflections regarding the project and our individual growth as designers.

M. Thoolen, and B. de Vogel, EVE, B32/Premaster Report, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2016.
FULLTEXT: PDF
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Designing for Gait Assistance in Parkinson’s Disease

FMP by JOÃO PAULO LAMMOGLIA

The project revolves around the Freezing of Gait (FOG) phenomenon occurring among elderly patients with Parkinson’s disease (PD). FOG is the temporary, involuntary inability to move and it can be experienced on turning, in narrow spaces, whilst reaching a destination, and in stressful situations. FOG is one of the most disabling and common mobility disorder in PD, and is usually observed in the advanced stages of the disease (Nieuwboer, 2013). Gait impairment and FOG seriously affect the quality of life of patients as it can lead to an unpredictable loss of control over movement and can result into falls.

… The goal for this project is to combine the established scientific knowledge on FOG and Sensory cueing with an in-depth User Research into the design of an intelligent product/service that can assist a more independent lifestyle for PD patients with FOG symptoms.

J. P. Lammoglia, Designing for Gait Assistance in Parkinson’s Disease, M21 Report, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2015.
FULLTEXT: PDF
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DDW 2015: Gaze Sensitive Objects

Siti Aisyah Anas, Shi Qiu, Hirotaka Osawa, Jun Hu, Matthias Rauterberg
Eye gaze plays an essential element in social interactions. It can generate important social cues in nonverbal communication. The feeling of being look at when we gazing at someone influence our social behavior. By depending on the human eye-gaze as our input modality, we are trying to create a new environment where human can create social behavior with everyday object.Interactive Cup: a coffee cup could be with dynamic behaviors towards human gaze. For example, when you look at the cup, the cup starts rotating and its handle towards you as a gentle invitation for drinking.E-Gaze Glasses: it simulates natural gazes for people with visual disability, especially establishing “eye contact” between sighted and blind people to enhance their engagement in face-to-face communication. [PDF]
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An activity theory-based model for serious games analysis and conceptual design

There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this gap. ATMSG supports a systematic and detailed representation of educational serious games, depicting the ways that game elements are connected to each other throughout the game, and how these elements contribute to the achievement of the desired pedagogical goals. Three evaluation studies indicate that ATMSG helped participants, particularly those with gaming experience, identify and understand the roles of each component in the game and recognize the game’s educational objectives.

M. B. Carvalho, F. Bellotti, R. Berta, A. De Gloria, G. Gazzarata, J. Hu, and M. Kickmeier-Rust, “A case study on Service-Oriented Architecture for Serious Games,” Entertainment Computing, vol. 6, no. 1, pp. 1-10, 2015.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1016/j.entcom.2014.11.001
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Best Poster award of Auto UI 15’ for Chao Wang (DI)

2015AutoUI_BestPosterAfter presentation and voting by conventioneers, Chao Wang, PhD Candidate in the DI group, just got the Best Poster award of AutomotiveUI 15’, which is the premier forum for UI research in the automotive domain.

C. Wang, J. Terken, B. Yu, and J. Hu, “Reducing driving violations by receiving feedback from other drivers,” in Adjunct Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Nottingham, United Kingdom, 2015, pp. 62-67.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1145/2809730.2809736
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Supportive Environments

by Carlijn Valk. M12 project.

2015-CarlijnValk-SupportiveEnvironmentsElderly people with dementia often suffer from negative feelings such as loneliness and anxiousness due to increased social isolation, and confusion. Design affords us the opportunity to create supportive environments that engage the elderly with dementia in such a way that they are stimulated in a positive way. From my investigations, it is clear that nature and animals have a positive effect on the emotions of residents living in care homes. However, it impossible for care providers to facilitate interactions with animals or nature. To answer this need I wanted to design an immersive experience that suggest a connection to nature for those in the care home that do not have the ability to be in nature due to limited supervision from care takers, limited outside space in urban located homes or mobility challenges.

C. Valk, Supportive Environments, M12 Report, Department of Industrial Design, Eindhoven University of Technology, 2015.
FULLTEXT: PDF
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Best Full Paper Award: Towards a Service-Oriented Architecture framework for educational serious games, by Maira Carvalho

icalt 2015 best paperProducing educational serious games can be costly and time-consuming. The Service-Oriented Architecture (SOA) approach of software development can offer a solution to reduce costs and foment serious games development. In this work, we apply a model called Activity Theory-based Model of Serious Games (ATMSG) for identifying existing relevant components that can be reused for different educational serious games. We apply the derived structure to classify the elements of an existing game and to identify how it can be refactored and expanded following the SOA paradigm.

This work received a best full paper award at the 15th IEEE International Conference on Advanced Learning Technologies (ICALT2015) in Hualien, Taiwan.

M. B. Carvalho, F. Bellotti, J. Hu, J. B. Hauge, R. Berta, A. D. Gloria, and M. Rauterberg, “Towards a Service-Oriented Architecture Framework for Educational Serious Games,” in Advanced Learning Technologies (ICALT), 2015 IEEE 15th International Conference on, 2015, pp. 147-151.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1109/ICALT.2015.145