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      Exercising with Baxter: preliminary support for assistive social-physical human-robot interaction

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          Abstract

          Background

          The worldwide population of older adults will soon exceed the capacity of assisted living facilities. Accordingly, we aim to understand whether appropriately designed robots could help older adults stay active at home.

          Methods

          Building on related literature as well as guidance from experts in game design, rehabilitation, and physical and occupational therapy, we developed eight human-robot exercise games for the Baxter Research Robot, six of which involve physical human-robot contact. After extensive iteration, these games were tested in an exploratory user study including 20 younger adult and 20 older adult users.

          Results

          Only socially and physically interactive games fell in the highest ranges for pleasantness, enjoyment, engagement, cognitive challenge, and energy level. Our games successfully spanned three different physical, cognitive, and temporal challenge levels. User trust and confidence in Baxter increased significantly between pre- and post-study assessments. Older adults experienced higher exercise, energy, and engagement levels than younger adults, and women rated the robot more highly than men on several survey questions.

          Conclusions

          The results indicate that social-physical exercise with a robot is more pleasant, enjoyable, engaging, cognitively challenging, and energetic than similar interactions that lack physical touch. In addition to this main finding, researchers working in similar areas can build on our design practices, our open-source resources, and the age-group and gender differences that we found.

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          Most cited references26

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          Updating the Evidence for Physical Activity: Summative Reviews of the Epidemiological Evidence, Prevalence, and Interventions to Promote "Active Aging".

          There is a global imperative to increase awareness of the emerging evidence on physical activity (PA) among older adults. "Healthy aging" has traditionally focused on preventing chronic disease, but greater efforts are required to reduce frailty and dependency and to maintain independent physical and cognitive function and mental health and well-being.
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            Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy.

            The purpose of this retrospective and prospective case report is to describe the feasibility and outcomes of using a low-cost, commercially available gaming system (Wii) to augment the rehabilitation of an adolescent with cerebral palsy. The patient was an adolescent with spastic diplegic cerebral palsy classified as GMFCS level III who was treated during a summer session in a school-based setting. The patient participated in 11 training sessions, 2 of which included other players. Sessions were between 60 and 90 minutes in duration. Training was performed using the Wii sports games software, including boxing, tennis, bowling, and golf. He trained in both standing and sitting positions. Three main outcome measures were used: (1) visual-perceptual processing, using a motor-free perceptual test (Test of Visual Perceptual Skills, third edition); (2) postural control, using weight distribution and sway measures; and (3) functional mobility, using gait distance. Improvements in visual-perceptual processing, postural control, and functional mobility were measured after training. The feasibility of using the system in the school-based setting during the summer session was supported. For this patient whose rehabilitation was augmented with the Wii, there were positive outcomes at the impairment and functional levels. Multiple hypotheses were proposed for the findings that may be the springboard for additional research. To the authors' knowledge, this is the first published report on using this particular low-cost, commercially available gaming technology for rehabilitation of a person with cerebral palsy.
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              Socially Assistive Robots in Elderly Care: A Mixed-Method Systematic Literature Review

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                Author and article information

                Contributors
                naomi.fitter@oregonstate.edu
                maymohan@is.mpg.de
                kjk@is.mpg.de
                Michelle.Johnson2@uphs.upenn.edu
                Journal
                J Neuroeng Rehabil
                J Neuroeng Rehabil
                Journal of NeuroEngineering and Rehabilitation
                BioMed Central (London )
                1743-0003
                17 February 2020
                17 February 2020
                2020
                : 17
                : 19
                Affiliations
                [1 ]GRID grid.4391.f, ISNI 0000 0001 2112 1969, Collaborative Robotics and Intelligent Systems Institute, Oregon State University, ; Corvallis, OR USA
                [2 ]GRID grid.25879.31, ISNI 0000 0004 1936 8972, Department of Mechanical Engineering and Applied Mechanics, University of Pennsylvania, ; Philadelphia, PA USA
                [3 ]GRID grid.419534.e, ISNI 0000 0001 1015 6533, Haptic Intelligence Department, Max Planck Institute for Intelligent Systems, ; Stuttgart, Germany
                [4 ]GRID grid.25879.31, ISNI 0000 0004 1936 8972, Department of Physical Medicine and Rehabilitation, University of Pennsylvania, ; Philadelphia, PA USA
                Author information
                http://orcid.org/0000-0002-6759-5948
                https://orcid.org/0000-0002-0732-4476
                https://orcid.org/0000-0002-5004-0313
                https://orcid.org/0000-0002-7964-0304
                Article
                642
                10.1186/s12984-020-0642-5
                7027056
                32066467
                ae18b2d4-a8da-47c5-bc1c-a643b6117d51
                © The Author(s) 2020

                Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0 International License( http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver( http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.

                History
                : 15 June 2019
                : 13 January 2020
                Funding
                Funded by: FundRef http://dx.doi.org/10.13039/100000001, National Science Foundation;
                Award ID: DGE-0822
                Funded by: FundRef http://dx.doi.org/10.13039/100000001, National Science Foundation;
                Award ID: 0966142
                Categories
                Research
                Custom metadata
                © The Author(s) 2020

                Neurosciences
                socially assistive robotics,physical human-robot interaction,exercise games,personal robots

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