Abstract-The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a Fifths Dimension Technologies Ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants' limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self-and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.
Blockchains are a topic of immense interest in academia and industry, but their true nature is often obscured by marketing and hype. In this tutorial, we explain the fundamental elements of blockchains. We discuss their ability to achieve availability, consistency, and data integrity as well as their inherent limitations. Using Ethereum as a case study, we describe the inner workings of blockchains in detail before comparing blockchains to traditional distributed systems. In the second part of our tutorial, we discuss the major challenges facing blockchains and summarize ongoing research and commercial offerings that seek to address these challenges. CCS Concepts: • General and reference → Surveys and overviews; • Computer systems organization → Peer-to-peer architectures; • Security and privacy → Cryptography; • Information systems → Data management systems;
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