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Title: Usability of smart wearable for adult and paediatric neurological upper limb re/habilitation : perspectives of users and allied health professionals
Other Titles: Technology for inclusion and participation for all : recent achievements and future directions
Authors: Borg Schembri, Sharon
Buhagiar, Nathalie
Bonello, Matthew
Farrugia, Philip
Keywords: Wearable technology
Cerebral palsy
Assistive computer technology
Augmented reality -- Therapeutic use
Video games in education
User-centered system design
Medical care -- Technological innovations
Issue Date: 2025
Publisher: Springer Nature Switzerland
Citation: µþ´Ç°ù²µ&#³æ20;³§³¦³ó±ð³¾²ú°ù¾±,&#³æ20;³§.,&#³æ20;µþ³Ü³ó²¹²µ¾±²¹°ù,&#³æ20;±·.,&#³æ20;µþ´Ç²Ô±ð±ô±ô´Ç,&#³æ20;²Ñ.,&#³æ20;&²¹³¾±è;&#³æ20;¹ó²¹°ù°ù³Ü²µ¾±²¹,&#³æ20;±Ê.&#³æ20;(2025).&#³æ20;±«²õ²¹²ú¾±±ô¾±³Ù²â&#³æ20;´Ç´Ú&#³æ20;³§³¾²¹°ù³Ù&#³æ20;°Â±ð²¹°ù²¹²ú±ô±ð&#³æ20;´Ú´Ç°ù&#³æ20;´¡»å³Ü±ô³Ù&#³æ20;²¹²Ô»å&#³æ20;±Ê²¹±ð»å¾±²¹³Ù°ù¾±³¦&#³æ20;±·±ð³Ü°ù´Ç±ô´Ç²µ¾±³¦²¹±ô&#³æ20;±«±è±è±ð°ù&#³æ20;³¢¾±³¾²ú&#³æ20;¸é±ð&#³æ2¹ó;±á²¹²ú¾±±ô¾±³Ù²¹³Ù¾±´Ç²Ô:&#³æ20;±Ê±ð°ù²õ±è±ð³¦³Ù¾±±¹±ð²õ&#³æ20;´Ç´Ú&#³æ20;±«²õ±ð°ù²õ&#³æ20;²¹²Ô»å&#³æ20;´¡±ô±ô¾±±ð»å&#³æ20;±á±ð²¹±ô³Ù³ó&#³æ20;±Ê°ù´Ç´Ú±ð²õ²õ¾±´Ç²Ô²¹±ô²õ.&#³æ20;±õ²Ô&#³æ20;&#³æ20;°­.&#³æ20;²Ñ²¹±¹°ù´Ç³Ü,&#³æ20;&²¹³¾±è;&#³æ20;±Ê.&#³æ20;·¡²Ô³¦²¹°ù²Ô²¹Ã§Ã£´Ç&#³æ20;(·¡»å²õ),&#³æ20;°Õ±ð³¦³ó²Ô´Ç±ô´Ç²µ²â&#³æ20;´Ú´Ç°ù&#³æ20;±õ²Ô³¦±ô³Ü²õ¾±´Ç²Ô&#³æ20;²¹²Ô»å&#³æ20;±Ê²¹°ù³Ù¾±³¦¾±±è²¹³Ù¾±´Ç²Ô&#³æ20;´Ú´Ç°ù&#³æ20;´¡±ô±ô:&#³æ20;¸é±ð³¦±ð²Ô³Ù&#³æ20;´¡³¦³ó¾±±ð±¹±ð³¾±ð²Ô³Ù²õ&#³æ20;²¹²Ô»å&#³æ20;¹ó³Ü³Ù³Ü°ù±ð&#³æ20;¶Ù¾±°ù±ð³¦³Ù¾±´Ç²Ô²õ&#³æ20;(±è±è.&#³æ20;144–151).&#³æ20;³§±è°ù¾±²Ô²µ±ð°ù&#³æ20;±·²¹³Ù³Ü°ù±ð&#³æ20;³§·É¾±³Ù³ú±ð°ù±ô²¹²Ô»å
Abstract: DigiClap device, is a 3D-printed smart wearable designed to enhance upper-limb function for individuals with motor disabilities, particularly those with cerebral palsy and similar conditions. DigiClap integrates motion sensors with gamified augmented reality exercises to improve user engagement and rehabilitation outcomes. A mixed-methods study, conducted at a Rehabilitation Centre in Cyprus, involved 20 participants and 2 allied health professionals. The findings highlighted high user motivation and engagement, with 55% of participants finding DigiClap easy to use and 90% appreciating its design. However, challenges were noted in its usability for individuals with severe impairments, indicating the need for personalized adjustments to the device. Allied health professionals found DigiClap efficient and beneficial but suggested improvements in haptics and game responsiveness.
URI: https://www.um.edu.mt/library/oar/handle/123456789/138928
Appears in Collections:Scholarly Works - FacEngIME



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