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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>DESIGNING TANGIBLE TABLETOP INTERFACES FOR PATIENTS IN REHABILITATION</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>M. Leitner</string-name>
          <email>michael.leitner@rise-world.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>M. Tomitsch</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>T. Költringer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>K. Kappel</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>T. Grechenig</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Research Group for Industrial Software (INSO); Vienna University of Technology</institution>
          ,
          <addr-line>Wiedner Hauptstr. 76, 1040 Wien</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Research Industrial Systems Engineering (RISE)</institution>
          ,
          <addr-line>Am Concorde Park 2F, 2320 Schwechat</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2007</year>
      </pub-date>
      <abstract>
        <p>We investigated the potentials and acceptance of tangible tabletop (TT) interfaces in functional and neural rehabilitation. Our goal was to analyse whether TT systems are adequate for rehabilitation and its sub categories and whether these tools have the potential to create an added value for both patients and therapists. We further investigated conventional practices and rehabilitation tools that could be adequately adapted to TT interfaces. Based on theoretical work and on the results of two focus groups with therapists and a contextual inquiry we developed three concepts for TT tools. Finally we present the resulting paper and interactive prototypes.</p>
      </abstract>
      <kwd-group>
        <kwd>Tangible tabletop interfaces</kwd>
        <kwd>rehabilitation</kwd>
        <kwd>visual and cognitive impairments</kwd>
        <kwd>fine motor skills</kwd>
        <kwd>design process</kwd>
        <kwd>focus groups</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>Conventional software for rehabilitation runs on common PC environments. The input and output
facilities of these systems (keyboard, mouse and desktop screen) can represent a barrier for patients
in rehabilitation. Tangible tabletop (TT) systems could possibly overcome these barriers as these
systems‘ in- and output facilities are very close to the physical environment. Ishii and Ullmer (1997)
first presented the concept of “tangible bits” and discussed the advantages of tangible media. Figure 1
shows the correlation between different domains (Pridmore et al., 2003). Tangible tabletops are
primarily based on the concept of tangible bits and are therefore very close to the tangible bits project.</p>
      <p>Immerse</p>
      <p>VR
virtual</p>
      <p>Augmented</p>
      <p>Virtuality</p>
      <p>Mixed Reality
Boundaries</p>
      <p>Augmented</p>
      <p>Reality</p>
      <p>Tangible</p>
      <p>Bits</p>
      <p>
        Physical
Reality
real
TT systems feature various physical interaction objects that are manipulated on a table’s surface.
These objects may have different shapes and consist of different materials. Their position on the
surface can be detected by different technical methods like pattern recognition or electro-magnetic
object recognition
        <xref ref-type="bibr" rid="ref1 ref10">(Patten et al., 2001; Bencina et al., 2005)</xref>
        . The visual interface and feedback are
projected onto the table by a projector positioned over or under the (see-through) surface.
Characteristic examples of TT systems are SENSETABLE (Patton et al., 2002) and REACTABLE*
(
        <xref ref-type="bibr" rid="ref8">Jordà et al., 2005</xref>
        ). Basic manipulation techniques and the relation between the virtual and physical
world (interaction objects) are discussed in the BRICKS project
        <xref ref-type="bibr" rid="ref4">(Fitzmaurice et al., 1995)</xref>
        .
This work investigates whether TT interfaces have the potential to assist patients with visual
impairments and a lack of fine-motor skills in rehabilitation by providing a human-computer interface
that is close to physical reality (see Figure 1). Thus, we explored conventional training methods and
facilities that could possibly be applied within TT environments. We also evaluated this technology in
cooperation with therapeutic professionals to verify its acceptance and whether it could create an
added value for daily therapeutic work
        <xref ref-type="bibr" rid="ref16">(see Wann et al., 1997)</xref>
        . Our work represents basic
consideration about the applicability of TT systems for rehabilitation. It further contributes to the
discussion about mixed reality environments for rehabilitation purposes
        <xref ref-type="bibr" rid="ref13">(Pridmore et al., 2004)</xref>
        .
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>There are several projects that apply virtual (VR) and augmented reality (AR) technologies for
rehabilitation. However, no project has been presented so far that is based on the concept of tangible
tabletops. Therefore, we give a short overview of general TT systems that are relevant for our work in
this section. Then we will discuss related VR and AR projects as well as studies about design
processes that provide an insight into the field.</p>
      <p>
        The TT systems SENSETABLE (Patton et al, 2002) and REACTABLE* (
        <xref ref-type="bibr" rid="ref8">Jordà et al., 2005</xref>
        ) that were
originally designed for music performances helped us to understand the possibilities of different object
manipulations and issues concerning object and pattern recognition. These projects deal with several
cube-shaped objects with sizes ranging from 3 to 5 cm. COGNITIVE CUBES (Ehud et al., 2004) is a
project that also applies the concept of tangible media for rehabilitation. The system uses tangible
objects for the training of fine-motor skills and cognitive assessment. Patients have to rebuild a 3D
shape that is visualized on a screen out of different physical cubes. On the basis of several user tests
the authors believe that COGNITIVE CUBES could be adapted for a clinical environment.
        <xref ref-type="bibr" rid="ref3">Edmans et
al. (2004)</xref>
        discuss the design of a VR system that maps the preparation of a hot drink into a VR
environment for the rehabilitation of stroke patients. The implementation of the system represents a
complex challenge, since the patient’s action as well as the system’s reaction has to be considered.
Furthermore, each task has to be analyzed in detail to rebuild it in the virtual world. Initial user tests
and feasibility studies showed that the system itself is usable and could be adapted to rehabilitation
sessions. In this study some patients had problems working with a touch screen.
        <xref ref-type="bibr" rid="ref2">Crosbie et al. (2004)</xref>
        indicate that also head-mounted devices (HMD) could be inappropriate for the use in rehabilitation as
different tests showed that the use of HMDs causes disorientation or nausea in some cases after the
training sessions.
        <xref ref-type="bibr" rid="ref13">Pridmore et al. (2004)</xref>
        suggested adapting VR environments with tangible
interaction objects (e.g. using a real coffee cup with visual object recognition to locate its position).
        <xref ref-type="bibr" rid="ref6">Hilton et al. (2000)</xref>
        also performed focus groups with therapists and concluded that professionals were
very interested in the field of virtual environments. According to this study the most potential fields for
VR applications comprise motor rehabilitation, navigation, visual field deficits and recognition of body
parts.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Design Process</title>
      <p>
        We decided to split the design process into three stages. First, we analyzed relevant medical and
therapeutic literature
        <xref ref-type="bibr" rid="ref12 ref15">(Presber and de Nève, 1990; Schweizer, 1999)</xref>
        . The goal was to identify
therapeutic practices and tools that were adaptable within TT environments. This was the basis for a
first focus group with professionals at the Vienna General Hospital. It was attended by 5 therapists.
Apart from information material the participants received a few days in advance, they were unfamiliar
with the subject of tangible media. Therefore, we decided to have an open discussion instead of using
a questionnaire. The goal of the focus group was to learn more about the therapists’ opinion and their
motivation to use such tools. According to
        <xref ref-type="bibr" rid="ref9">Kankainen (2003)</xref>
        we call this basic attitude “motivation
level needs”. The purpose of the first focus group was to find out whether our considerations and
findings in literature were adaptable to the practical therapeutic environment. In the meeting we
presented basic materials and training tools that we considered appropriate for adaptation to a TT
system. We also showed the participants two very basic paper prototypes with wooden blocks as
interaction objects to demonstrate the concept of TT interfaces. The therapists discussed possible
advantages and concerns about such systems.
      </p>
      <p>The main result of the first focus group was that therapists supported the idea of using TTs for
rehabilitation. The main fields of applying TTs are the rehabilitation of people with visual impairments
and visual (and intellectual) perception problems (e.g. stroke patients). We also see some potential in
the training of people who lack fine motor skills. In general therapists state that there may be
advantages compared to common desktop systems, because a projection on a table surface would be
more understandable to patients that cannot conceive the concept of a desktop screen. Furthermore,
the interaction with mouse and keyboard is considered very complex for some patients. The TT
approach could overcome these obstacles. One further outcome of the first focus group was that
therapists appreciate the capability of TT systems to combine action and reaction of the system
(feedback projected directly on the table’s surface), which is important in the field of rehabilitation of
cognitive impairments. In contrast, patients have problems correlate the movement of mouse with
feedback on the screen (the moving curser). Thus, therapists were convinced that patients with
perception problems would be able to use computers much earlier in the rehabilitation process when
supported by a TT system. In general therapists stated that using new media applications could
stimulate some patients and raise their motivation for their daily training. From the results gathered in
the first meeting we derived the following design implication for the prototype design:
(1) Focus on existing therapy concepts and adopt/extend them for the TT environment
Subsequent to the first focus group we conducted a contextual inquiry at a rehabilitation session in the
hospital. We expected to receive more information about the way therapists deal with patients, how
they talk and act and about the contextual settings. As we did not want to disturb the training process
we were only observers during the session. All occurring questions were discussed with the therapist
after the session. The contextual inquiry revealed that a therapy session is a highly dynamic process
between the therapist and the patient. The therapist provides exercises and gives feedback to the
patient. A training session lasts from 30 minutes (standard) up to 60 minutes (exception). Trainings
are held nearly every day. During a session different training materials are used and changed from
time to time. The observed training session took place at a table (approx. 1.5x1m of size). Both,
therapist and patients were seated at the table to work together.</p>
      <p>
        Based on the results of the first focus group and the contextual inquiry we sketched three basic
concepts of applications in form of paper prototypes (described later in this paper). These prototypes
were evaluated in a second focus group. The goal of the second focus group was to identify the
therapists’ “action level needs”
        <xref ref-type="bibr" rid="ref9">(see Kankainen, 2003)</xref>
        . We aimed to reveal the therapists’
expectations concerning the exercises and training materials itself. The second focus group was
attended by 8 professional therapists. It was again held at the Vienna General Hospital. Four
therapists already attended the first focus group; the others were not yet familiar with the issue. This
caused a few initial problems since there were different levels of understanding of the basic concept of
tangible media. However, this resulted in a very intense discussion that provided us with relevant
information. Finally, we presented the paper prototypes and had a discussion about the concepts and
their implementation.
      </p>
      <p>In general we received positive feedback from the therapists who confirmed their willingness to work
with such applications. For optimal results, it is necessary to provide various interaction objects that
are different in size and weight (for training of fine motor skills). Furthermore, different levels of
difficulty (fineness and number of the projected patterns) have to be available to assist the patients’
progress. In the case of only one concept design (concept 3), therapists did not see a big advantage
over the known and common exercise. This was due to fact that this concept is very close to an
existing traditional version of an ergo therapeutic training material.</p>
      <p>After explaining the concepts, we additionally asked five specific questions addressing different
scopes of the prototypes.
•
•
•</p>
      <p>Is the size of the interaction objects appropriate? The size of the interaction objects proposed was
appropriate. In the focus groups these were wooden bricks sized 5x5x5cm. Therapists said that
interaction objects should be available in different sizes, weight and in different materials. For ergo
therapeutic purposes shapes could be cylinders of different size and weight.</p>
      <p>Is the size of the table surface appropriate, too big or too small (projected area)? We presented
the paper prototypes on an A3-sized surface (approx. 30x42cm). This was rated to be more or
less appropriate, but the surface should not go below that size.</p>
      <p>
        Do you think shadow caused by the projector mounted over the table could disturb the patient
when grasping an object? According to the therapists shadow is likely to disturb patients when
•
•
working with the TT system. Therefore there should be a solution that places the projector under a
lucent surface. In contrast
        <xref ref-type="bibr" rid="ref17">Wellner (1993)</xref>
        stated that users did not experience problems with
shadows produced by the projector. This difference reveals the fact that for therapeutic purposes
the interface has to be considered much more in detail to meet the special demands of the users.
Are recordings of the training sessions of any significance? Therapists would appreciate basic
recordings of date, time and trained exercises. However, they doubted that it is possible to
representatively compare progressing exercise results of one patient as there are too many
factors of influence that cannot be captured by the system (daily condition of the patient, etc.).
What kind of automatic feedback has to be provided by the application? Therapists expressed the
desire to choose between visual and audio feedback. Both should be adaptable individually or
combined together. Audio feedback should be adjustable in volume. Visual feedback should be
adjustable in brightness and in size of the projected space.
      </p>
      <p>
        From the information gathered in the second focus group, we derived the design issues (2) to (5).
Issues (3) and (5) are in agreement with implications made by
        <xref ref-type="bibr" rid="ref6">Hilton et al. (2000)</xref>
        who held focus
groups with therapists when designing a VR system for rehabilitation.
      </p>
      <p>(2) Easy start/setup of hard- and software for use in therapy sessions
(3) Different types of interaction objects (size, weight, different materials)
(4) Different levels of difficulty and adjustable feedback for each exercise
(5) Automated basic therapy recordings are useful (patient, time, exercise, errors, etc)
After the second focus group we implemented the paper prototypes and conducted a first user
evaluation with wizard of oz prototypes. This evaluation was held with 3 users that were not from the
target group (non-rehabilitation patients). The feedback received was incorporated in the final
concepts for the applications.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Resulting Prototype Concepts and (Hi-Fi) Prototypes.</title>
      <p>The following concepts are based on the results of the two focus groups and the contextual inquiry.
The user interface of the prototype was implemented with Macromedia Director. It uses the 4T
framework in order to support easy translation into hi-fi prototypes, which could be used in controlled
or longitudinal user studies. The 4T framework was developed at the Research Group for Industrial
Software (INSO) at the Vienna University of Technology. The current version of the framework is
based on the ARToolKit for visual pattern recognition. To describe the concepts in more detail we will
discuss the main tasks of the concept, the challenges for the patients, and consequently split it into
subtasks. We also mention the motivation for each concept and its relation to therapeutic materials
and literature.
4.1 Concept 1: copy a projected pattern on the surface.</p>
      <p>
        This concept (Figures 2 and 3) is designed for training of people with a lack of fine motor skills.
Patients have to follow patterns that are projected onto the table’s surface and get visual feedback on
the accuracy of their movements (interaction leaves coloured traces projected on the surface). The
idea is based on therapists’ statement that patients should copy written patterns with a (colour) pencil.
This type of exercise is also found in literature
        <xref ref-type="bibr" rid="ref5">(Goldenberg, 2002)</xref>
        where different pictures have to be
copied by patients with visual or cognitive impairments (Figure 4). Therapists may choose from
different interaction objects that patients have to use for task completion. Furthermore, therapists can
decide between pre-stored patterns or sketching freehand patterns during the training session.
Moreover, two-handed manipulation is possible. We consider the following subtasks for the prototyped
application:
• Grasp one object from the working space
• Place object on or within the projected pattern
• Follow the pattern and copy it
• Receive and understand feedback (audio and/or visual feedback)
As there can be moved various objects on the surface simultaneously two handed manipulation is
possible (one object in each hand). Thus all subtasks mentioned above can be applied to the
twohanded scenario as well.
4.2 Concept 2: Compare patterns on physical objects and those projected on the surface
Concept 2 (Figures 5 and 6) may be used for rehabilitation work with people who have visual and
perception impairments. Patients have to compare projected patterns with patterns printed on
cubes. The design idea is comparable to different therapeutic materials that deal with different colours
and patterns that patients have to compare (Figure 7). In this concept patients receive feedback that
tells them whether the patterns concur or not (the position and angle of cubes being examined).
Feedback (visual and/or audio) can be adjusted and is given on placing a cube within a projected
pattern. Visual feedback is projected directly on the interaction object. The concept’s subtasks are:
• Grasp and move one or more objects on the surface
• Align patterns printed on objects with those projected onto the table
• Place object within the projection and adjust the right angle
• Receive and understand feedback given by application (audio and/or visual feedback)
4.3 Concept 3: compose a pattern according to the projection on the surface
This concept is similar to concept 2. Patients can train their spatial perception by placing cubes within
projected patterns. This concept is close to an exercise described by
        <xref ref-type="bibr" rid="ref15">Schweizer (1999)</xref>
        where patients
have to rebuild figures in the 2D space. These exercises are sketched for people suffering from visual
impairments and perception problems. Patients have to compare projections with lines printed on
the interaction cubes and rebuild a certain pattern projected onto the table. We identify the following
subtasks for the application prototype:
• Grasp and move one or more objects on the surface
• Align lines printed on the objects with those projected onto the table
• Place object within the projection and adjust the right angle
• Receive and understand feedback given by application (audio and/or visual Feedback)
Fig 5: Low-fi prototype of
concept 2 used in the
second focus group
Fig 6: UI of wizard of oz
prototype in Director
Fig 7: Ergo therapeutic
material used by therapists.
      </p>
      <p>
        Fig 8: Low-fi prototype of concept
3 used in the second focus group
Fig 9: UI of wizard of oz prototype
in Director
Fig 10: Example in rehabilitation
literature given by
        <xref ref-type="bibr" rid="ref15">Schweizer
(1999)</xref>
        The three concepts were evaluated with three test users that were no rehabilitation patients. The
aim of this evaluation was to identify principle design errors and to receive initial feedback of
nonprofessionals about the concepts. The evaluation showed that users generally understood the
concepts. Since they were not familiar with TT systems, they had a few problems in the beginning to
understand how the applications worked and how they had to use the interaction objects. According to
the results from this evaluation we had to make slight changes to the interface. A major problem was
that green and red was used throughout the interface, not only for the purpose of giving feedback. We
consequently replaced these colours.
      </p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions and Future Work</title>
      <p>Based on the concept of tangible media and TT systems we developed three concepts for
rehabilitation exercises for the fields of visual impairments, visual (and intellectual) perception
problems and training of fine motor skills. We conducted three design stages, which comprised two
focus groups with therapists and one contextual inquiry. Further we defined five design implications for
TT systems in rehabilitation. The concepts proved to be accepted by the therapists. From the
considerations so far we believe that TT systems are a valuable assistive technology in rehabilitation.
We plan to implement the concepts in a currently developed TT framework. In near future we will
confront therapists and patients with these interactive prototypes to evaluate the concepts within the
target group. From these sessions we expect to gain more information about the concepts and
technical constraints. Based on this evaluation and on the results collected so far we plan to define
guidelines for TT systems in the field of rehabilitation.</p>
    </sec>
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