Abstract:
Rehabilitation after traumatic injuries or limb amputations often is a tedious, repetitive, and painful process, which can be supported by digital technologies in numerous ways. One of these technologies is digital media, which can be used to create
versatile and interactive environments. As part of this dissertation, 3 software applications were conceived and developed around the topics of phantom limbs and the gamification of therapy with the purpose of supporting patients in their rehabilitation process. In addition to the specific requirements for each scenario, we focused on maximizing the user experience and suitability for daily use in a clinical or therapeutic setting.
The first application is CALA (Computer Assisted Limb Assessment), a digital tool for the visualization and documentation of phantom limbs and phantom sensations. In the present publication, a prototype of CALA was evaluated with therapists and
patients regarding its usability and functional coverage and additional requirements for such a tool were collected. After the study was completed, a full version of CALA was developed based on the knowledge gained. In the second study, we developed StableHandVR, a serious game that was designed to support and motivate patients to perform exercises to regain hand and finger mobility after a traumatic injury. The aim of this study was the iterative development and evaluation of the game, which started with a prototype and ended with a revised full version. For the third study, PhantomAR was developed, a mixed reality application for the relief of phantom limb pain. While traditional mirror therapy alleviates phantom limb pain by mirroring the intact limb, PhantomAR augments a virtual limb onto the stump of the patient's residual limb. This enables the user to move around freely and to perform bimanual interactions with virtual objects. The present study in-
vestigated the clinical effectiveness of PhantomAR and its usability and suitability for everyday use.
The process of investigating, elaborating, and implementing the requirements did not only generate knowledge about the respective problems but also revealed hurdles for good usability. By combining the core components of the resulting applications, it is conceivable to cover a further application scenario: With customizable virtual phantom limbs, digital mirror therapy might become usable for patients for whom the illusion of traditional mirror therapy does not work due to a distorted phantom limb.