Effect of Display Location on Finger Motor Skill Training with Music-Based Gamification

Naoki Inoue, Yuichiro Fujimoto, Alexander Plopski, Sayaka Okahashi, Masayuki Kanbara, Hsiu Yun Hsu, Li Chieh Kuo, Fong Chin Su, Hirokazu Kato

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

The motor control of individual fingers is an important part of daily life, but there are many people who have difficulty with it, such as elderly people and stroke patients. While continuous rehabilitation is necessary for functional recovery of finger mobility and suppression of functional deterioration, it usually requires the assistance of occupational therapists. Furthermore, the rehabilitation process can be monotonous, which makes it difficult for patients to maintain their motivation. Over a series of studies, we have developed a finger movement training system that incorporates gamification and is based on playing music using a Pressing Evaluation Training System that can measure the force exerted by each finger. One remaining problem was that patients had difficulty recognizing the fingering information, and it took some time for them to get used to locating this information quickly. In this study, we applied augmented reality (AR) technology to display each sound element as close as possible to the position of the corresponding finger so that the user could directly perceive the information for each finger while wearing the head mounted display. We conducted a user study with 10 university students to determine if the distance between the sound element display position and the location of each finger had an effect on performance. The results indicated that incorporating AR allowed the users to recognize the correct finger positions more quickly.

Original languageEnglish
Title of host publicationHuman Aspects of IT for the Aged Population. Healthy and Active Aging - 6th International Conference, ITAP 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Proceedings
EditorsQin Gao, Jia Zhou
PublisherSpringer
Pages78-90
Number of pages13
ISBN (Print)9783030502485
DOIs
Publication statusPublished - 2020
Event6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020 - Copenhagen, Denmark
Duration: 2020 Jul 192020 Jul 24

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume12208 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020
Country/TerritoryDenmark
CityCopenhagen
Period20-07-1920-07-24

All Science Journal Classification (ASJC) codes

  • Theoretical Computer Science
  • General Computer Science

Fingerprint

Dive into the research topics of 'Effect of Display Location on Finger Motor Skill Training with Music-Based Gamification'. Together they form a unique fingerprint.

Cite this