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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Parkinson's disease: the RESCUE trial. Journal of Neurology, Neurosurgery &amp; Psychiatry</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Cues, Few Clues: Identifying Design Opportunities for Digital Cues in Physical Rehabilitation Processes</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Beatriz Peres</string-name>
          <email>beatriz.peres@iti.larsys.pt</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lilian G. Motti Ader</string-name>
          <email>lilian.mottiader@ul.ie</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pedro F. Campos</string-name>
          <email>pedro.campos.pt@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. Computer Science and Information Systems, University of Limerick</institution>
          ,
          <addr-line>Castletroy V94 T9PX Co. Limerick</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>ITI/LARSyS,, Polo Cientifico e Tecnológico da Madeira</institution>
          ,
          <addr-line>Caminho da Penteada, piso-2, 9050-105, Funchal</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Madeira, Campus Universitário da Penteada</institution>
          ,
          <addr-line>9020-105 Funchal</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>78</volume>
      <issue>2</issue>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Cueing is defined as the use of external temporal or spatial stimuli to facilitate the initiation and continuation of movement. For gait rehabilitation, cues can take the form of multimodal stimuli, providing metrics and instructions for patients to correct their movements, and can be used in multiple contexts and objectives. Therefore, the design space of interactive systems for rehabilitation is quite broad and there is a lack of systematic guidance for designers who are interested in creating and evaluating novel assistive tools. We performed a systematic literature review on the usage of cues in gait rehabilitation. In this paper, we present the preliminary results of this review, focusing on the use of digital and non-digital cues combined with mobility aid such as crutches. We discuss some considerations for future studies evaluating the design of assistive devices in physical rehabilitation and provide initial recommendations for context-adaptive digital cues, opening new perspectives for tailored and personalised gait training and rehabilitation.</p>
      </abstract>
      <kwd-group>
        <kwd>cues</kwd>
        <kwd>rehabilitation</kwd>
        <kwd>assistive technologies</kwd>
        <kwd>accessibility</kwd>
        <kwd>gait</kwd>
        <kwd>mobility aid</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Cueing is defined as using external temporal or spatial stimuli to facilitate the initiation and
continuation of movement, providing the necessary trigger to switch from one movement to another in
a sequence of movements [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The ability to walk is the result of a fine coordination of sensori-motor
control, with voluntary movements automatically regulated. Walking skills can be affected by injuries,
diseases or cognitive decline. Gait rehabilitation provide patients with means to re-acquire the necessary
skills to maintain their mobility. Patients with Parkinson’s Disease (PD), for example, have been shown
to significantly improve the speed and execution of their movements through the use of cues in their
rehabilitation processes [
        <xref ref-type="bibr" rid="ref2">2, 33</xref>
        ].
      </p>
      <p>
        In recent years, interactive systems have been developed to help patients going through
rehabilitation. These systems can bring awareness to inexperienced users about the correct usage of
mobility aids during earlier stage of rehabilitation [23]. Additionally, measuring instruments connected
to mobility aids like crutches can provide gait analysis of patients with the goal of helping them perform
necessary corrections, for example, recognize the level of weight-bearing in the lower limbs to ensure
that the patient is putting the prescribed amount of weight in the injured leg during walking with
crutches [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This opens new perspectives for personalized care, monitoring progress throughout the
rehabilitation process.
      </p>
      <p>Cues are of paramount importance when it comes to helping patients going through rehabilitation</p>
      <p>2022 Copyright for this paper by its authors.
processes of all kinds. Cues can take the form of auditory, visual or multimodal stimuli, and can be
used in multiple contexts and objectives. Therefore, the design space of interactive systems for
rehabilitation is quite broad. Consequently, there is a lack of systematic guidance for designers who are
interested in creating and evaluating novel assistive tools. We believe there are more design
opportunities for creating assistive systems providing real-time feedback and support during
rehabilitation processes. The main contribution of this paper is an overview of the use and perception
of cues by users in the need of acquiring new sensori-motor skills and inform the creation of novel
assistive tools exploiting digital cues for physical rehabilitation processes.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Methods 2.1.</title>
    </sec>
    <sec id="sec-3">
      <title>Search process</title>
      <p>A systematic review of the literature was conducted in January-February 2019 to assess how
multimodal digital and non-digital cues are being designed or evaluated to monitor, train and provide
feedback regarding rehabilitation processes with a special focus on gait training and movement, as well
as to better guide future developments in the area.</p>
      <p>The following scientific databases and repositories were searched: Science Direct, ResearchGate,
Wiley Online Library - Movement Disorders, Semantic Scholar, Archive of Physical Medicine
Rehabilitation. Search used the following key word combination: Crutches [crutches, forearm crutch],
Rehabilitation [Walking rehabilitation, Physical rehabilitation, Gait rehabilitation], Gait [Walking, Gait
improvement, Gait training], Cues [Cueing, Cue Projection, Visual Cues]. Search was conducted
independently by the primary author, and all authors were involved in the analysis and discussion.</p>
    </sec>
    <sec id="sec-4">
      <title>2.2. Inclusion and Exclusion criteria</title>
      <p>Inclusion criteria consisted of the following: (1) studies that evaluate the effect of cueing in gait; (2)
studies that report measurement parameters in gait; (3) studies that focus on the impact of cueing in gait
rehabilitation, (4) studies that focus on the impact of visual cues or auditory cues at home environments
for gait training; (5) studies about content-adaptive visual and auditory cues; (6) studies that were
published in English. All five criteria had to be present in order to be considered eligible for inclusion.</p>
      <p>Exclusion criteria consisted of the following: (1) studies of crutches related with weight-bearing
only because this was out of scope for this literature review, since our focus on gait training/
rehabilitation processes; (2) studies that are focused on virtual reality technical aspects-only; (3) studies
that are not focused on the use of cueing.
2.3.</p>
    </sec>
    <sec id="sec-5">
      <title>Article selection</title>
      <p>The initial titles search resulted in 43000 titles out of which 32499 were identified as duplicates,
remaining 10501 records screened articles. The title and abstract for each paper were screened using
the inclusion and exclusion criteria to determine applicability to the research objective obtaining first
the final list of full-text papers to be reviewed. We excluded 10466 of the search results, as they did not
fit the aim of this review. Full-text articles assessed for eligibility were 35 papers. After analyze, to
ensure that the studies addressed the impact of cueing in gait training, 7 were excluded resulting in a
final number of 28 papers included for the full review. The breakdown of years of publication for the
28 papers is: five papers published in 1996-2000, four papers in 2001-2005, ten papers in 2006-2010,
nine papers in 2011-2015. Regarding where the analyzed papers were published, 25 were in a journal,
two in a conference and one in a congress.</p>
    </sec>
    <sec id="sec-6">
      <title>3. Results</title>
    </sec>
    <sec id="sec-7">
      <title>3.1. Participants 3.1.1. Age</title>
      <p>
        In this section, we describe the characteristics of the participants included in the reviewed studies
Most studies do not specify the age span of participants, only their mean age. In twenty-five studies,
participants were 60 years old or older [
        <xref ref-type="bibr" rid="ref1 ref4 ref5 ref6">1, 4–10, 13, 14, 16–22, 24–30, 33</xref>
        ]. Three studies do not report
the age of participants.
      </p>
    </sec>
    <sec id="sec-8">
      <title>3.1.2. Walking skills</title>
      <p>
        Waking skills were assessed before the experiment by means of self-report or evaluation methods.
For participants diagnosed with PD, gait parameters were defined according to motor component (Part
III) of Unified Parkinson’s Disease Rating Scale (UPDRS) [
        <xref ref-type="bibr" rid="ref4 ref5 ref6">4–6, 8–10, 13–15, 17, 18, 22, 31</xref>
        ]. Three
studies describe overall UPDRS scale [26, 28, 33], and five others detail the walking condition of
participants [20, 25, 27, 29, 30]. The freezing of gait was measured through Freezing of Gait
Questionnaire (FOGQ score) [
        <xref ref-type="bibr" rid="ref4 ref5 ref6">4–6, 13, 15, 17, 22, 25, 30</xref>
        ] and UPDRS item 14 (Freezing when
walking). More specifically, a score of two refers to occasional freezing when walking, or a score of
three refers to frequent freezing when walking, and occasionally falls from freezing [19]. Three studies
only report the freezing as an inclusion criteria or exclusion criteria [10, 28, 31].
      </p>
      <p>
        Finally, some studies do not report how they measure participants’ walking skills or impairment,
only inclusion criteria [16, 21, 24]. Three studies do not refer to the walking skills of participants [
        <xref ref-type="bibr" rid="ref1">1, 7,
11</xref>
        ].
      </p>
      <p>
        In some studies, inclusion criteria required participants to walk independently [
        <xref ref-type="bibr" rid="ref4">4, 8, 9, 18, 21</xref>
        ], to
walk without assistive device or assistance [19, 24], ability to stand independently and to walk on a
treadmill [26], no gait impairment [16]. In other studies, gait impairment or being user of assistive
device was an inclusion criteria. Three studies included only participants with gait impairment [11, 14,
31], one participant with mild to severe gait disturbance [22]. In regards of assistive devices, one study
required participants to walk with an assistive device [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], participants walk with assistive device if
necessary [27] and participants could walk with or without assistive device [28]. Some studies do not
report the inclusion criteria regarding walking skills [
        <xref ref-type="bibr" rid="ref1 ref5">1, 5, 7, 10, 13, 17, 20, 25, 29, 30, 33</xref>
        ], however
participants’ walking skills have been reported [7, 10, 13, 20, 25, 29, 30, 33]. Only one study report the
exclusion criteria of participants [15].
      </p>
    </sec>
    <sec id="sec-9">
      <title>3.1.3. Cognitive skills</title>
      <p>
        Cognitive skills of participants were assessed before the experiment using different tools or scales.
Twelve studies used the Mini Mental State Exam (MMSE) score [
        <xref ref-type="bibr" rid="ref4 ref5 ref6">4–6, 9, 13, 14, 22, 25, 26, 31, 33</xref>
        ],
other twelve used the Hoehn Yahr Scale [
        <xref ref-type="bibr" rid="ref2">2, 7, 8, 10, 13, 16, 18, 20, 24, 27–29</xref>
        ], one used the Short Test
of Mental Status Dementia Score (STMSDS) [21] and one used the Montreal Cognitive Assessment
(MoCA) score [17]. Three studies do not report cognitive assessment of participants [11, 19, 30].
      </p>
      <p>
        Cognitive assessment was used to determine inclusion or exclusion criteria for participants.
Inclusion criteria for participants without cognitive impairment were: MMSE scores higher than 23 [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ],
MMSE&gt; 24 [9], ability to understand and follow simple directions [28]. Exclusion criteria for
participants with a potential cognitive impairment were: MMSE scores lower than 24 [
        <xref ref-type="bibr" rid="ref4">4, 15, 22, 26</xref>
        ],
participants with a mini-mental status exam score of less than 22 [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], participants with PD were also
excluded if they were scored &lt;24 out of 38 on the STMSDS [21], score of less than 27 on the MMSE
[14] and cognitive impairment [25]. In one study, participants were excluded if had a diagnosis of
peripheral neuropathy in lower limbs, and dementia or a score of less than 24 on the MoCA [17]. Eleven
studies do not report the inclusion or exclusion criteria regarding participants cognitive skills [
        <xref ref-type="bibr" rid="ref1">1, 7, 8,
10, 11, 16, 18, 19, 24, 27, 30</xref>
        ]. Five studies do not report inclusion or exclusion criteria regarding
cognitive skills of participants, only report that in their studies the participants were cognitively
preserved [13, 20, 29, 31, 33].
      </p>
    </sec>
    <sec id="sec-10">
      <title>3.1.4. Summary of participants characteristics</title>
      <p>As the aging population is significantly increasing, gait training is one of the most frequent scenarios
of physical rehabilitation. Ageing affect sensorimotor systems regulating static and dynamic balance,
thus gait performance. Such as ageing, some movement disorders can also be related to cognitive
decline, which in our study, is relevant to how users perceive and interpret cues. For this reason, we
were interested in the criteria for including participants with different cognitive skills and walking skills
in the reviewed studies. Our review shows most studies included older adults as participants, or people
with health conditions resulting on decline of cognitive or mobility skills.
3.2.</p>
    </sec>
    <sec id="sec-11">
      <title>Experiment protocol and equipment</title>
      <p>In this section, we are interested in evaluating the experimental protocol and how gait was assessed
in rehabilitation processes using cues.</p>
    </sec>
    <sec id="sec-12">
      <title>3.2.1. Settings</title>
      <p>
        The experiment protocol in the reviewed studies used different settings. In 22 studies, participants
walk on the ground, or on a walkway [
        <xref ref-type="bibr" rid="ref1 ref4 ref5 ref6">1, 4–11, 15, 16, 19–22, 24, 27–31</xref>
        ] and were tested under different
conditions: with no cue (baseline) then with cues, or no cue and with cues only. In these settings, visual
cues were added or displayed on the floor or walkway, or auditory cues provided for participants while
walking on floor or walkway.
      </p>
      <p>In the other six studies the participants walked over a specific equipment: a GAITRite carpet [13,
14, 25] or a treadmill [18, 26, 33]. In the studies where had a GAITRite carpet, the participants were
tested under different conditions: in two studies [13, 14] they were tested with then without any cue, in
one study [25] participants were tested using cues only. In the condition where were used cues, the cues
were added over the carpet. The treadmill was a traditional treadmill [33] motorized medical treadmill
Zebris FDM-T Gait analysis system, Zebris Medical GmbH, Isny, Germany) [18] and Rehawalk [26].
In these studies, the participants had to walk on treadmill under different conditions: first as baseline
without any cue, then walk on a treadmill with the use of cues.</p>
    </sec>
    <sec id="sec-13">
      <title>3.2.2. Walking tasks and instructions for the participants</title>
      <p>
        Participants were instructed to walk at a normal speed in four studies [
        <xref ref-type="bibr" rid="ref1 ref5">1, 5, 24, 29</xref>
        ] or preferred speed
in one study [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] self-selected speed and a comfortable pace in three studies [9, 14, 31], walk fastest
speed [28] in one study or take long steps [13].
      </p>
      <p>
        Task conditions varied from distances like short distances (i.e. equal or up 7 metre) [
        <xref ref-type="bibr" rid="ref5">5, 25, 28, 31</xref>
        ]
and (i.e equal or up to 9 metre) [8, 21, 27], long distances (i.e up to 10 metre (11- 20) [10, 13, 20]
and short period of times, i.e.. to 20 minutes [21], to 30 minutes [27] , number of sets (i.e equal or up
to 3 times/3 cycles) [13, 27, 30].
      </p>
      <p>
        Regarding the cues, participants were instructed to react to non-digital cues, e.g. step over the line
[14, 16, 18, 31], step over cues during walks [27], walk over the stripes [
        <xref ref-type="bibr" rid="ref5">5, 28</xref>
        ], step over laserlight line
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] or marks such as footprint during treadmill walking [26], change their pace or walking speed to step
to the rhythm of a metronome [15, 22, 28], step on the rhythm of the vibration [33] or music [8]. The
instructions of walk of take long steps [13] was also given as instructions to react to cue. Some studies
took repeated measures to evaluate the use of cues as well as monitor the progress of the gait
rehabilitation. In the study about digital laser light cues [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], participants were assessed during three
visits, at about a month interval each.
      </p>
    </sec>
    <sec id="sec-14">
      <title>3.2.3. Summary of experiment protocol and equipment</title>
      <p>Our review shows that the evaluation of cues for gait training took place mostly in controlled
environments, with most participants instructed to walk on self-selected comfortable speed, on the
ground, on instrumented carpet or on a treadmill. As mobility aid devices should support users in
different settings, further studies should consider how use of cues in different scenarios would affect
participants’ performances.
3.3.</p>
    </sec>
    <sec id="sec-15">
      <title>Type of cues</title>
    </sec>
    <sec id="sec-16">
      <title>3.3.1. Cues modalities</title>
      <p>In this section, we present the cues’ modalities and the design of context-adaptive cues as described
in the reviewed studies.</p>
      <p>Cues chosen in these studies used different modalities of interaction, ranging from using one type
of cue, for instance visual cues or auditory cues or somatosensory; to using up to these three types of
cues combined.</p>
      <p>
        Thirteen papers were examined using visual cues as a type of cueing. Eight studies focus on
nondigital visual cues: Galletly Brauer et al. [9] and Morris et al. [21] used white strips of cardboard, Azulay
et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] used parallel transverse high contrasting white lines (5 cm wide) on grey flat surface, Luessi
et al. [18] used white horizontal stripes on treadmill, Vitorio et al.[31] used white horizontal lines on
black carpet and Sidaway et al. [27] used blue masking tape placed orthogonal to the direction of
walking on walkway. The other six studies used digital visual cues: Griffin et al. [10] used virtual cues
were delivered through a pair of ‘virtual reality glasses’, Schlick et al. [26] used a laser device for the
visual cues to be projected, the shapes of the subject’s footprints were used as individual cues. Donovan
et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] used a laser light green line, Lebold et al. [14] and Velik et al. [30] used parallel lines projected
and Ferrarin et al. [7] used two types of visual cues: taped step length (SL) markers and two laser lines
projected on the floor with an subject-mounted light device (SMLD). Lewis et al. [16] used vertical
lines using of a device called optical stimulating glasses (OSGs), which can be worn as standard glasses
to appear as visual cues, visual optical stimulating glasses.
      </p>
      <p>Auditory cues accounted for seven out of the 28 reviewed papers. Legder et al. [15] and Rochester
et al. [25] used metronome beat, Hayashia et al. [11] used music embedded by rhythmic auditory
stimulation (2 Hz), McIntosh et al. [20] and Thauth et al. [29] used rhythmic auditory stimulation (RAS)
music, Lebman et al. [13] used verbal instruction and Ford et al. [8] used music.</p>
      <p>
        Three studies combine visual and auditory cues. Chen et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] use transverse green stripes combined
with a metronome. Icco et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] used colored stripes on the floor combined with rhythmic sounds to
train participants. Suteerawattananon et al. [28] used visual cue and auditory cue, visual cue was bright,
yellow-colored strips of tape placed on the floor. For the auditory was a metronome beat (min).
      </p>
      <p>One study using somatosensory cues, combined with visual cues. Wegen et al. [33] used projection
visual flow and vibration, applied to gait training or physical rehabilitation in the studies we selected.</p>
      <p>Finally, four studies combined three modalities of cues [17, 19, 22, 24]. Lu et al. [17] used yellow
and green vertical array of light, warning, vibrotactile. McCandless et al. [19] used a laser line
projected, metronome, and a vibration. Nieuwboer et al. [22] used light flashes, beep and pulsed
vibrations. Pongmala et al. [24] used transverse line projected, buzzer to generate the sound and the
vibration.</p>
    </sec>
    <sec id="sec-17">
      <title>3.3.2. Summary of cues modalities and usages</title>
      <p>Our review showed that there is an interest in exploring different interaction modalities for the use
of cues. The impact of the use of cues was evaluated through different gait parameters, in different
study conditions and heterogeneous participants characteristics. Overall, results highlight that external
cue (visual and auditory cues) can improve gait by directing attention to the tasks of walking and</p>
      <sec id="sec-17-1">
        <title>McIntosh et al. [20]</title>
      </sec>
      <sec id="sec-17-2">
        <title>Thaut et al. [29]</title>
      </sec>
      <sec id="sec-17-3">
        <title>Azulay et al. [1]</title>
      </sec>
      <sec id="sec-17-4">
        <title>De Icco et al. [5]</title>
      </sec>
      <sec id="sec-17-5">
        <title>Walk independently</title>
      </sec>
      <sec id="sec-17-6">
        <title>Walk independently</title>
      </sec>
      <sec id="sec-17-7">
        <title>Walk independently</title>
      </sec>
      <sec id="sec-17-8">
        <title>Walk independently</title>
      </sec>
      <sec id="sec-17-9">
        <title>Walk independently</title>
      </sec>
      <sec id="sec-17-10">
        <title>Gait impairment</title>
      </sec>
      <sec id="sec-17-11">
        <title>Gait impairment</title>
      </sec>
      <sec id="sec-17-12">
        <title>Gait impairment</title>
      </sec>
      <sec id="sec-17-13">
        <title>Gait impairment</title>
      </sec>
      <sec id="sec-17-14">
        <title>Assistive device</title>
      </sec>
      <sec id="sec-17-15">
        <title>Assistive device</title>
      </sec>
      <sec id="sec-17-16">
        <title>Assistive device</title>
      </sec>
      <sec id="sec-17-17">
        <title>No inclusion criteria specified</title>
        <p>but describe the walking
condition of participants</p>
      </sec>
      <sec id="sec-17-18">
        <title>No inclusion criteria specified</title>
        <p>but describe the walking
condition of participants</p>
      </sec>
      <sec id="sec-17-19">
        <title>No inclusion criteria specified</title>
        <p>but describe the walking
condition of participants</p>
      </sec>
      <sec id="sec-17-20">
        <title>No inclusion criteria specified</title>
        <p>but describe the walking
condition of participants</p>
      </sec>
      <sec id="sec-17-21">
        <title>No inclusion criteria specified</title>
        <p>but describe the walking
condition of participants</p>
      </sec>
      <sec id="sec-17-22">
        <title>No inclusion criteria specified</title>
      </sec>
      <sec id="sec-17-23">
        <title>No inclusion criteria specified</title>
        <p>controlling movement. Further studies should be developed to compare different modalities, in
particular taking into account context of use and special needs of participants. Table 1 show the types
of cues evaluated according to the characteristics of the participants included in the reviewed studies.</p>
        <p>Type of cues
white stripes cardboard
white stripes cardboard
transverse lines of white cloth</p>
        <p>tape
projection of visual cues, the
shapes of the subject’s</p>
        <p>footprints
taped step length markers and
two laser lines on the floor</p>
        <p>music
transverse green stripes
combined with a metronome</p>
        <p>laser line projected,
metronome, and a vibration
transverse line projected,
buzzer, and the vibration
white horizontal lines
parallel lines projected
music embedded by rhythmic</p>
        <p>auditory stimulation (2 Hz)
light flashes, beep and pulsed</p>
        <p>vibrations
masking tape
laserlight green line
bright yellow colored strips</p>
        <p>and metronome beat
virtual cues were delivered
through a pair of virtual reality</p>
        <p>glasses
vertical lines
green parallel lines projected</p>
      </sec>
      <sec id="sec-17-24">
        <title>RAS music</title>
      </sec>
      <sec id="sec-17-25">
        <title>RAS music transverse white lines colored stripes and beep</title>
      </sec>
      <sec id="sec-17-26">
        <title>Rochester et al. [25]</title>
      </sec>
      <sec id="sec-17-27">
        <title>Lebman et al. [13]</title>
      </sec>
      <sec id="sec-17-28">
        <title>Wegen et al. [33]</title>
      </sec>
    </sec>
    <sec id="sec-18">
      <title>3.3.3. Discussion</title>
      <p>This preliminary review outlined factors to be considered for the design and evaluation of novel
assistive tools exploiting digital cues for physical rehabilitation processes. In regards of our analysis of
the existing use of cues, our recommendations for future studies and design are:
• Visual versus Auditory cues:</p>
      <p>When comparing different types of cues, designers need to carefully consider attention, focus,
context, and environment issues of the rehabilitation system that will be developed. It is necessary
to further study how different types of cue could improve different gait parameters. A digital cueing
system could adapt the modality – as well as the intensity of the stimuli – according to the patient’s
profile and rehabilitation stage. Visual cues are predominant in many application domains [32] therefore
can be considered distracting for longer walking tasks. A recent advance in design of auditory stimuli
is a 3-dimensional reproduction of sound, currently evaluated for advisory information. For instance, a
3D auditory advisory traffic information system (3DAATIS) was evaluated in a drive simulator study
with 30 participants [32]. Their findings indicate that overall, drivers’ performance and situation
awareness improved when using this system. However, the results also point towards the advantages
and limitations of the use of advisory 3D-sounds in cars, e.g., attention capture vs. limited auditory
resolution. The same limitations may apply to cues in rehabilitation systems, where 3D representations
should be further studied.</p>
      <p>• First-person Experience: It should be noted by designers that, from a participant’s perspective,
a first-person experience is often better than just observing therapists or other people performing the
training task(s). The design of digitally-enabled cues should take this recommendation into
consideration, ensuring the orientation of text and animations are appropriate to be interpreted from
the user’s perspective.
• Adaptation and Flexibility: Digital cueing systems should adapt to the patient’s rehabilitation
stage and should also be flexible enough to be successfully used by different types of users in
different environments. Any cueing system is not meant to replace the human experience provided
by a physical therapist, but instead they complement the training process when the therapist is not
present or when the patient feels more inclined to train. Therefore, digital cues should ideally work
well in a variety of environments (home, office, outside) and contexts (during spare time, in parallel
with social activities, etc.).
• Animations: Digital visual cues for gait training or motor rehabilitation could use animated
graphics, however design should be solid, with high contrast and legibility. Animated cues could be
particularly useful when the training process is hard to explain or if there is a steep learning curve.
Animations supporting patients when learning how to walk with crutches for the first time is a good
example of this application [23].
• Gamification and Behaviour Change: There are many advantages for using gamification
strategies embedded into digital tools fo rehabilitation processes, and have been evaluated in many
contexts (e.g. post-stroke rehabilitation) [12]. Gamification strategies should be employed when
intrinsic motivation is particularly low. The use of technologies enabling motion sensing and
tracking user’s engagement would allow personalisation of the system at different stages of the
rehabilitation process, which can be particularly beneficial to improve adherence to the program.
• Combined Modalities: Naturally, modalities can be combined, as the usage of different types
of cues will depend on the actual goal and user needs. We believe that users who are becoming
proficient with gait training processes, the use of low-tech cues (visual and/or auditory) can actually
be effective. There is currently not enough research on somatosensory cues, which should be further
explored.</p>
    </sec>
    <sec id="sec-19">
      <title>4. Conclusion</title>
      <p>We conducted a review of the literature on the usage of cues for gait rehabilitation, which supported
multimodal stimuli, in multiple contexts and objectives, providing metrics and instructions to help
patients to correct their movements. Our main motivation was to explore how the design of digitally
enabled cues can extend the accessibility of care to home settings, dynamically adapting interactive
system, so assistive devices could better meet environment and patient requirements.</p>
      <p>Throughout our review of literature, it became quite clear that the use of external cueing (visual
cues, auditory cues) can improve gait performance by directing attention to the tasks of walking and
movement control. However, further studies should be done to understand how different modalities of
stimuli could be used to provide cues, addressing user needs and adapting the interaction to include
patients with different cognitive and motor skills.</p>
      <p>The importance of good design should not be understated when studying or deploying training
systems for all kinds of physical rehabilitation processes. The use of digital cues can influence the
perception of the patient regarding their way of walking, not just the awareness and feedback regarding
training sessions. Advances in motion sensing and wearable interaction create should be further
explored for medical devices and assistive technologies used in gait rehabilitation. The use of cueing
has been growing within the medical community for training people with all sorts of movement
disorders, but there are ample opportunities for exploring digital cues as interactive systems engineering
for users with disabilities. An extended and detailed analysis of the existing should highlight the most
encouraging results as well as the gaps to be addressed in order to create more effective assistive tools,
for personalised care in gait training and rehabilitation.</p>
    </sec>
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