Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
16 results found tagged physical therapy.
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Designing Spellcasters from Clinician Perspectives: A Customizable Gesture-Based Immersive Virtual Reality Game for Stroke Rehabilitation
This research presents Spellcasters, an immersive virtual reality game adapted from entertainment for stroke rehabilitation. More than 800,000 people suffer strokes annually in the US, with two-thirds requiring rehabilitation. Stroke survivors often …
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Towards Efficacy-Centered Game Design Patterns For Brain Injury Rehabilitation: A Data-Driven Approach
This paper presents a data-driven methodology for generating game design patterns specific to brain injury (BI) rehabilitation, addressing a communication gap between game designers and therapists. Brain injury affects approximately 6.4 million US ch…
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ARMStrokes: A Mobile App for Everyday Stroke Rehabilitation
This paper presents ARMStrokes, an iPhone application that enables stroke survivors to perform upper extremity rehabilitation exercises anywhere and anytime using only built-in smartphone sensors. Stroke affects over 795,000 Americans annually and of…
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Making "Making" Accessible
This keynote abstract presents Amy Hurst's research program on making DIY (Do-It-Yourself) assistive technology creation accessible to end-users, clinicians, and caregivers. The talk addresses a fundamental problem: a large percentage of assistive te…
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Creating 3D Printed Assistive Technology Through Design Shortcuts: Leveraging Digital Fabrication Services to Incorporate 3D Printing into the Physical Therapy Classroom
This paper investigates how to integrate 3D printing into physical therapy (PT) education without requiring PT students to become experts in CAD or digital fabrication. Previous research showed that while 3D printing has great potential for creating …
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Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design Probe
This paper fundamentally reframes the role of machine learning in assistive technology, arguing that ML models do not need to be accurate to be valuable — they can serve as sources of play and motivation rather than diagnostic tools. The researchers …