Wearable devices, which can be defined as clothing or accessories embedded with electronic sensors, enable the real-time collection of user data. These devices have applications in various sectors, including healthcare and motor rehabilitation, and their increasing prevalence in daily life has attracted significant interest from both scientists and industry. By leveraging the widespread adoption and technological benefits of wearable devices, this study presents the conceptualization and development of a wearable technology prototype—a glove—compatible with commercial electronic games. The prototype is designed to detect finger extension and flexion movements, which are used to control electronic games intended for game therapy sessions. Additionally, a web platform was developed to provide users, specifically therapists, with access to the data collected by the glove. Following the system's development, initial tests were conducted with the glove by the development group. The primary outcomes of these tests are presented in this article and will guide future works.

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Development of a Wearable Device for Use in Gametherapy Sessions for Rehabilitation of Manual Function

  • Bruno Frischer,
  • Gustavo Eizono Cruz,
  • Gustavo Hiroshi Yoshio,
  • Victor De Marqui,
  • Ana Grasielle Dionisio Correa,
  • Valeria Farinazzo Martins,
  • Bruno da Silva Rodrigues

摘要

Wearable devices, which can be defined as clothing or accessories embedded with electronic sensors, enable the real-time collection of user data. These devices have applications in various sectors, including healthcare and motor rehabilitation, and their increasing prevalence in daily life has attracted significant interest from both scientists and industry. By leveraging the widespread adoption and technological benefits of wearable devices, this study presents the conceptualization and development of a wearable technology prototype—a glove—compatible with commercial electronic games. The prototype is designed to detect finger extension and flexion movements, which are used to control electronic games intended for game therapy sessions. Additionally, a web platform was developed to provide users, specifically therapists, with access to the data collected by the glove. Following the system's development, initial tests were conducted with the glove by the development group. The primary outcomes of these tests are presented in this article and will guide future works.