Document Type


Lead Author Type

CIS Masters Student

Embargo Period



In the world of physical therapy, a number of consumer gaming devices have been used with various levels of success. Most commercially available video games are designed for the general population and are, in most cases, overwhelming and difficult for traumatic brain injury (TBI) or stroke patients to use. Specialized therapeutic medical devices are not only expensive and non-portable, they also make limited use of gamification techniques to better engage and motivate the patient. This thesis aims to study the use of inexpensive, portable handheld devices, together with a custom sensor accessory in order to drive a set of therapist designed and configured, short video games. The games are intended to elicit specific therapeutic movements from the patient, and also to produce clinical output for the therapists to use.

DefenseSlides.pdf (15781 kB)
Defense Slides (5681 kB)
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