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Assistive Technology

The Official Journal of RESNA

ISSN: 1040-0435 (Print) 1949-3614 (Online) Journal homepage: http://www.tandfonline.com/loi/uaty20

Design and Evaluation of the Kinect-Wheelchair


Interface Controlled (KWIC) Smart Wheelchair for
Pediatric Powered Mobility Training

Daniel K. Zondervan PhD, Riccardo Secoli PhD, Aurelia Mclaughlin Darling,


John Farris PhD, Jan Furumasu BSPT & David J. Reinkensmeyer PhD

To cite this article: Daniel K. Zondervan PhD, Riccardo Secoli PhD, Aurelia Mclaughlin
Darling, John Farris PhD, Jan Furumasu BSPT & David J. Reinkensmeyer PhD (2015) Design
and Evaluation of the Kinect-Wheelchair Interface Controlled (KWIC) Smart Wheelchair
for Pediatric Powered Mobility Training, Assistive Technology, 27:3, 183-192, DOI:
10.1080/10400435.2015.1012607

To link to this article: http://dx.doi.org/10.1080/10400435.2015.1012607

View supplementary material Accepted author version posted online: 26


May 2015.

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Download by: [University of Nebraska, Lincoln] Date: 03 November 2015, At: 07:57
Assistive Technology® (2015) 27, 183–192
Copyright © 2015 RESNA
ISSN: 1040-0435 print / 1949-3614 online
DOI: 10.1080/10400435.2015.1012607

Design and Evaluation of the Kinect-Wheelchair Interface


Controlled (KWIC) Smart Wheelchair for Pediatric Powered
Mobility Training

DANIEL K. ZONDERVAN, PhD1∗ , RICCARDO SECOLI, PhD1, AURELIA MCLAUGHLIN DARLING1, JOHN FARRIS, PhD2,
JAN FURUMASU, BSPT3, and DAVID J. REINKENSMEYER, PhD1,4,5
1
Department of Mechanical and Aerospace Engineering, University of California at Irvine, Irvine, CA, USA
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2
Department of Product Design & Manufacturing Engineering, Grand Valley State University, Grand Rapids, MI, USA
3
Rehabilitation Engineering Research Center on Technology for Children With Orthopedic Disabilities, Rancho Los Amigos National
Rehabilitation Center, Downey, CA, USA
4
Department of Biomedical Engineering, University of California at Irvine, Irvine, California, USA
5
Department of Anatomy and Neurobiology, University of California at Irvine, Irvine, California, USA

Received 02 September 2014; revised 02 December 2014; accepted 22 January 2015.

Background: Children with severe disabilities are sometimes unable to access powered mobility training. Thus, we developed the
Kinect-Wheelchair Interface Controlled (KWIC) smart wheelchair trainer that converts a manual wheelchair into a powered wheelchair.
The KWIC Trainer uses computer vision to create a virtual tether with adaptive shared-control between the wheelchair and a therapist dur-
ing training. It also includes a mixed-reality video game system. Methods: We performed a year-long usability study of the KWIC Trainer
at a local clinic, soliciting qualitative and quantitative feedback on the device after extended use. Results: Eight therapists used the KWIC
Trainer for over 50 hours with 8 different children. Two of the children obtained their own powered wheelchair as a result of the training.
The therapists indicated the device allowed them to provide mobility training for more children than would have been possible with a demo
wheelchair, and they found use of the device to be as safe as or safer than conventional training. They viewed the shared control algorithm
as counter-productive because it made it difficult for the child to discern when he or she was controlling the chair. They were enthusiastic
about the video game integration for increasing motivation and engagement during training. They emphasized the need for additional access
methods for controlling the device. Conclusion: The therapists confirmed that the KWIC Trainer is a useful tool for increasing access to
powered mobility training and for engaging children during training sessions. However, some improvements would enhance its applicability
for routine clinical use.
Keywords: powered mobility training, shared control, virtual reality, cerebral palsy, smart wheelchair

Introduction skills requires caregivers to request a demo powered wheelchair


from a supplier, attempt to fit the chair to a trainee, and then
Independent mobility is a critical component in the devel- use it to perform guided training. During a typical training
opment of a child’s cognitive, emotional, and social well- session, a caregiver walks alongside a child using the demo pow-
being (Bertenthal, Campos, & Barrett, 1984; Galloway, Ryu, & ered wheelchair, and places her hand over the child’s hand on
Agrawal, 2008; Guerette, Furumasu, & Tefft, 2013; Kermoian, the joystick to manually guide them as they drive about. This
1997; Tefft, Guerette, & Furumasu, 2011). It provides opportu- approach is both time and labor intensive, requiring one- on-one
nities for children to explore their surroundings, interact with staff time, so children who do not learn how to operate a pow-
others, and learn self-sufficiency. However, for severely disabled ered wheelchair quickly are often excluded from future training
children, independent mobility is often impossible without the and are prevented from achieving independent mobility. Further,
aid of a powered wheelchair (Guerette, Tefft, & Furumasu, 2005), many children have specific postural and seating needs, and have
and the skills needed to operate a powered wheelchair can be difficulty using a demo chair that has not been specifically fit for
difficult to master. The conventional approach to training these them (Guerette et al., 2005).
In order to simplify the task of driving a powered wheelchair
and thus reduce the time required for learning how to drive,
∗ researchers have developed smart wheelchairs that use an array
Address correspondence to: Daniel Zondervan, PhD, Department
of Mechanical and Aerospace Engineering, UC Irvine, 2402 Calit2 of sensors and artificial intelligence to automate or simplify
Building, Irvine, CA 92697. Email: dkzondervan@gmail.com many driving tasks. These devices are able to help a user avoid
184 Zondervan et al.

obstacles (Simpson & Levine, 2002), control the wheelchair device (Secoli, Zondervan, & Reinkensmeyer, 2012). We also
by simply gazing in the direction he/she wants to move incorporated a platform-based system developed at Grand Valley
(Matsumototi, Inot, & Ogasawarat, 2001), or accomplish specific State University that converts a manual wheelchair to a powered
tasks like driving through a doorway (Carlson & Demiris, 2012; wheelchair (Ripmaster, Farris, Kenyon, Pung, & Peck, 2013),
Hoyer, Borgolte, & Jochheim, 1999). These devices use a variety allowing users to remain in their own custom seating system
of sensors, such as sonar in the NavChair (Levine et al., 1999), during training.
laser range finders in the SENARIO system (Katevas et al., While children and caregivers found this system to be highly
1997), infrared sensors, or a combination of all of these, which engaging in pilot testing, it required a darkened room and a
is used in the Bremen Chair (Lankenau & Rofer, 2001). Most large amount of floor space to use, making it impractical for
smart wheelchairs also have physical bump sensors for collision use in most clinics. Further, the haptic joystick we used was
detection (Simpson, 2005). large and heavy, and it was difficult to properly position it for
Limitations to clinical acceptance of smart wheelchairs the children that used the device during pilot testing. Therefore,
include cost, complexity, and safety concerns. Further, smart we created a revised version of the system, called the Kinect-
wheelchairs typically do not encourage skill development for Wheelchair Interface Controlled (KWIC) Trainer (Figure 1) that
driving a conventional powered wheelchair, because they instead uses a standard (i.e. non-haptic) joystick and operates in two
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seek to automate driving tasks. An exception to this are smart main modes designed to be more appropriate for clinical use.
wheelchairs that use novel collaborative or shared control algo- The first mode is a stationary video gaming mode, where the
rithms to allow a user to participate in control of the device, user plays video games shown on a screen mounted on a wall
and only intervene for safety purposes, such as avoiding colli- or table. With this approach, users no longer drive through the
sions or reducing speed (Carlson & Demiris, 2012; Goil, Derry, virtual environments as in the floor projected system previously
& Argall, 2013; Soh & Demiris, 2012). These systems are developed, but they are able to rotate the chair in place and trans-
unique in that they allow the user to make bounded steering late a small amount to control the games, learning causality with
errors and explore the cause-effect relationship of the joystick the joystick and turning skills in an engaging, semi-automated,
in a controlled environment, which could promote learning and and safe training environment. Rather than attempt to simu-
eventual independent mobility without the aid of the smart late powered mobility, as other studies have done (Archambault,
wheelchair. Tremblay, Cachecho, Routhier, & Boissy, 2012), this approach
Indeed, the use of a smart wheelchair as a training and assess- seeks to motivate massed practice of specific joystick skills
ment tool, rather than solely as a mobility aid, has become though an engaging medium while maintaining some of the
increasingly prevalent in recent years. An advantage of this physical and vestibular responses associated with those joystick
approach is that it could allow the equipment cost and oper- movements.
ating complexity of the smart wheelchair to be managed by The second mode is an overground driver’s training mode.
a clinic rather than by the client, since the clinic could use a Here, we used a Microsoft KinectTM sensor and a basic shared
single device to train multiple individuals. The Communication control algorithm to allow a caregiver to stand in front of the
Aids for Language and Learning (CALL) Center (Nisbet, Craig, trainee and use natural gestures to provide assistance to the child
Odor, & Aitken, 1996) and the GoBot (Wright-Ott, 1997) were during training, as well as to create a virtual tether between the
early adopters of this approach, both using smart wheelchairs caregiver and the wheelchair to increase the safety of the device
to provide additional safety and assistance for children as they (Zondervan & Reinkensmeyer, 2012). Our goal with this mode
practiced driving a powered wheelchair. A more recent study was to allow full-movement driving practice while avoiding sev-
in Australia also showed three out of four children with cere- eral potential limitations of traditional hand-over-hand guidance.
bral palsy (CP) were able to gain independence in multiple Specifically, we designed this mode to put the training therapist
driving skills after undergoing training with a smart wheelchair in front of the child, at a safer and more natural focus point,
(McGarry, Moir, & Girdler, 2012). In our lab, we previously and to allow him/her to signal to the child the intended driving
developed a robotic wheelchair training system that used a com- direction in a more natural way simply by moving and/or call-
bination of line tracking and haptic feedback to provide an ing to the child. The shared control algorithm allows the child to
automated driver’s training program, which was motivated by practice independent driving skills safely, without the immediate
a prior study that found haptic guidance can improve the learn- presence of a therapist over the child’s shoulder, since it allows
ing of a steering task (Marchal Crespo & Reinkensmeyer, 2008). some errors to be made while automatically preventing the child
We found that training with this system significantly improved from steering the wheelchair too far away from the caregiver and
the steering ability of children without a disability compared to into potentially hazardous situations. We believed this approach
training without haptic guidance, and improved the driving abil- would create a system that allows the caregiver and the smart
ity of a child with cerebral palsy (Marchal-Crespo, Furumasu, wheelchair to work together to teach wheelchair driving skills in
& Reinkensmeyer, 2010). Similar results were also found with an engaging, intuitive, and safe manner.
another novel system that used haptic feedback to train toddlers Next, we first describe the design and operating principles of
to drive mobile robots (Chen & Agrawal, 2013; Chen, Ragonesi, the KWIC Trainer. We then present the results from a year-long
Galloway, & Agrawal, 2011). To increase motivation to train with usability study in which we donated the device to a local clinic
our system, we then developed a floor-projected video game sys- and collected feedback after they had used the device extensively
tem that children interacted with while moving about with the in their routine practice.
Kinect-Wheelchair Interface Controlled (KWIC) Smart Wheelchair Trainer 185

Fig. 1. Training modes of the KWIC Smart Wheelchair trainer. Left: video game mode. The user plays video games shown on a monitor
(left) in front of the chair by rotating the chair left and right. The second screen in the picture (right) is the on-board control laptop, which
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also displays the game and control parameters that a caregiver can adjust. Right: Overground Mode: The Kinect depth camera tracks the
trainer, allowing the trainer to assist in driving remotely. The chair automatically stops if it loses tracking of the trainer, creating a safe,
engaging environment for the child to practice driving a powered wheelchair without the trainer having to walk next to him with his hand
over the joystick.

Fig. 2. The platform design of the KWIC Trainer. Left: The Trainer without a manual wheelchair mounted. The Kinect (A) and compass
(B) are mounted on a vertical boom. The USB joystick can be positioned using the mount on the left (C). The laptop (D) and emergency
stop switch (E) rest on a shelf in the back. Right: A close up view of a manual wheelchair on the KWIC Trainer. The wheels of the manual
wheelchair rest on steel tubing and are held in place by straps (F). The powered wheels are positioned behind the manual wheelchair.

Methods driven by two DC motors controlled by a commercial motor con-


troller (Rnet System—PG Drives Technology) connected to the
Device Design and Operating Principle on-board laptop through a National Instruments USB-6009 mul-
tifunction data acquisition unit. The laptop sits on a raised shelf
The KWIC Trainer is a sensorized version of a powered
on the back of the platform, and the electronics are housed below
wheelchair platform designed at Grand Valley State University
in a covered encasement (see Figure 1, left). A three-joint, height-
that converts any standard manual wheelchair into a powered
adjustable arm allows the position and orientation of the USB
wheelchair (Ripmaster et al., 2013). The platform component
joystick to be placed in the most comfortable location possible
includes a rectangular steel frame that rests about 3 cm above
for each user. The onboard laptop also provides auditory cues
the floor, with two small ramps at the front to allow the rear
to the caregiver to inform him or her of the operational state of
wheels of a manual wheelchair to be rolled up and onto the
device. A video of a child using the KWIC Trainer can be found
platform. Once a manual wheelchair has been placed onto the
at http://youtu.be/a3DqCfwmrtg.
platform, the rear wheels are locked and strapped to the frame
For the stationary video gaming mode, we modified the floor-
using two adjustable straps (Figure 2). To this, we added a USB
projected video game training system to display the games on an
joystick (Apem HFX-11S00-U), a digital compass (VectorNav
LED display screen mounted on a wall or table, making it more
VN-100), a depth sensor (Microsoft KinectTM ), and an on-board
practical for use in a clinic. The games are hosted on the on-board
laptop with custom control software. The robotic platform is
186 Zondervan et al.

Fig. 3. Screen shots of the three video games developed for the KWIC Trainer. The games were designed to require increasing control
complexity, from left to right. Left: A balloon bursting game with left/right controls only. Middle: A Space Invaders clone with left/right
controls and a bullet that shoots when the joystick is pressed forward. Right: A racing game with 2D proportional control such as would be
experienced while driving a normal powered wheelchair. For this game, the chair rotates left/right during turns, but does not move forward
and back when accelerating/decelerating the race car with the joystick.
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Fig. 4. Gesture commands for the KWIC Trainer. The gesture on the left makes the KWIC Trainer drive forward, the gesture in the center
makes the KWIC Trainer reverse, and the gesture on the right halts the device.

laptop, then projected to the remote display using a wireless both hands with palms upward signals the chair to drive toward
HDMI transmitter (Brite-View). In this mode, the input from the the trainer, raising one hand with palm outward reverses the
joystick simultaneously controls the rotation of KWIC Trainer chair, and raising both hands with palms outward stops the chair
and serves as an input to three custom video games designed to (Figure 4). To control chair rotation, The KWIC Trainer uses
be appropriate for children with CP (Figure 3); translation of the a shared control algorithm that uses a weighted average of the
KWIC Trainer is disabled in this mode. This allows the user to joystick input from the child and the left-right position of the
explore the cause and effect properties of the joystick while play- therapist as sensed by the depth sensor according to the equation:
ing engaging games. The rotation of the KWIC Trainer can be
disabled if desired, allowing the user to practice using the joy-
stick to control the video games only without moving the device u = αJ + (1 − α) K (1)
in order to simplify the task and increase safety. If rotation is
enabled, the caregiver can set a maximum allowable rotational where u is the left/right output to the KWIC Trainer motors, J is
angle that the device can move through, as sensed by the digi- the joystick position, K is the Euclidean distance of the therapist
tal compass, to further ensure safety and prevent the child from away from a reference line extending straight out from the center
rotating the KWIC Trainer away from the video game screen. of the chair, and α is a variable between zero and one that deter-
Furthermore, the position of the KWIC Trainer can be adjusted mines the level of shared control. Adjusting the level of shared
at any point during training by using the keyboard of the on-board control changes the maximum rotational error a child is able to
laptop. make since the value of K in (1) increases as the child steers
In the overground training mode, the Kinect sensor is used the KWIC Trainer further away from the therapist. For added
to track the position of a therapist in front of the device, allow- safety, the KWIC Trainer automatically stops the movement of
ing the therapist to provide training simply by walking about the wheelchair and emits auditory warning beeps if it does not
and calling to the child. The child is given full control of for- detect a therapist in front of the device, or if the therapist is too
ward and backward movement of the wheelchair, but the therapist close to the front of the device (within 1 meter). The ranges of
is able to override this input using gesture commands: opening J, K, and u are all [−1000, 1000]. The control parameter, u, is a
Kinect-Wheelchair Interface Controlled (KWIC) Smart Wheelchair Trainer 187

unit-less number that is linearly proportional to the physical rota- it could be used in a clinic. The questions used in the survey are
tional velocity of the chair. The maximum rotational speed (and included in the Appendix 1. We conducted the survey with every
thus the scaling constant between u and the physical speed) is therapist who used the KWIC Trainer for at least one training
controlled by a commercial joystick controller (Omni+) on the session, as well as with an administrative therapist who oversaw
back of the KWIC Trainer, which can be easily adjusted within the training of multiple individuals with the device, for a total of
commercial limits by the supervising therapist during training. eight respondents.
We also developed an adaptive shared control algorithm that The quantitative survey compared several important qualities
adjusts the amount of control the child has of the wheelchair’s of the KWIC Trainer to a typical demo powered wheelchair.
rotation based on their driving performance (i.e. it increases the We developed this survey from the device portion of the
level of control if the child is driving well, and reduces it if the QUEST 2.0 survey, which is an established method for evalu-
child is driving poorly). The algorithm is defined by the following ating assistive technologies (Demers, Monette, Lapierre, Arnold,
formula, which updates α at 30 Hz: & Wolfson, 2002). In this survey, the participants were asked to
rank their satisfaction with eight different qualities of the device
αn+1 = αn + .01, for (K − ) < J < (K + ); on a scale from one to five, where five means they are very sat-
(2) isfied with that quality, and one means they are not satisfied at
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αn+1 = αn −β otherwise all. The eight qualities assessed by the survey were: the physical
dimensions, overall weight, ease in adjusting, safety, durability,
where  denotes a tolerance range of “good” joystick positions ease of use, comfort, and effectiveness of the device. Participants
offset from the position of the therapist (i.e. it accounts for the were also asked to note their top three most important quali-
fact that the child could use a curved path to reach the therapist) ties from this list. The inclusion criterion for participating in the
and β is a constant (defined experimentally, typically greater than quantitative survey was that the therapist must have performed
0.01) that controls the rate of adaptation for returning control to extended training with the KWIC Trainer, defined as complet-
the caregiver if the child is driving poorly (i.e. if the joystick is ing more than one training session with a single child. This was
pointed away from the therapist). The upper and lower limits of done so that the limited data set would represent the assessment
α may be adjusted, but are constrained between zero and one. of experienced users of the device, rather than first impressions.
During training with the adaptive control algorithm, auditory Due to a small sample size (n = 4), the results from this quantita-
cues are used to inform the therapist about a change of the param- tive survey were not analyzed for statistical significance, but the
eter α within three levels (0%-33%, 34%-66%, 67%-100%). This responses from each participant are presented in full.
information provides a real-time evaluation of the driving skill of
the child during the session. It is also possible to turn off the
Results
adaptive control and virtual tether algorithms completely, which
allows a therapist to provide traditional hand-over-hand therapy
During the year-long usability study, 8 different therapists used
with the device if desired.
the KWIC Trainer for a total of over 50 hours of use with eight
Finally, for additional safety, the KWIC Trainer incorporates a
different children. One child had a disability due to an aneurysm,
large emergency stop button on the back, a watchdog timer circuit
one had spinal muscular atrophy, and the others had cerebral
that cuts power to the motors in the event of a laptop crash, a
palsy. No adverse events occurred during the study. After train-
remote RF emergency stop switch with a 10 meter range, and a
ing with the chair, two children were able to obtain their own
circuit breaker in series with the main power line of the device,
powered wheelchair. The participating therapists were all able to
mounted on the side of the device within easy reach.
use the device in both modes after the one hour training session
provided. A typical training session with a child involved loading
Usability Study the child’s manual wheelchair onto the KWIC Trainer, assessing
his/her initial skill level using conventional methods (e.g. hand-
In order to assess the usability of the KWIC Trainer in clinical over-hand training), and then providing individualized training
practice, we loaned the device to a local California Children’s using the modality deemed most appropriate by each individual
Services Medical Therapy Unit (MTU). The Irvine-based MTU therapist. For example, the therapists reported using the video
provides physical, occupational, and speech therapy services to game mode to introduce the basic concepts of joystick control
children in the Orange County area who are affected by cerebral (e.g. cause and effect) or to assess a child’s visual-spatial aware-
palsy, spina bifida, traumatic brain injury, muscular dystrophy, ness. The therapists reported using the overground mode to train
juvenile rheumatoid arthritis, or other disabling conditions. children who had higher initial skill levels or to train children
We provided a one hour training session to the therapists at who were more motivated by personal praise and attention than
the MTU on the use of the device. They then used the device as by the video games. Therapists often used a combination of both
they saw fit to aid them in delivering their normal wheelchair modes in a single session, depending on the specific needs and
driver’s training programs (i.e. we did not constrain the ther- motivations of the child they were training, though the amount of
apists to a specific training protocol). After a year of use, we time spent in each mode was not measured directly. Initial set-up
conducted qualitative and quantitative surveys of the therapists’ at the beginning of a training session took about 5–10 minutes,
opinions of the device. The surveys were approved by the UC and switching between modes during the training session took
Irvine Institutional Review Board. less than 5 minutes.
The qualitative survey was aimed at assessing the strengths Based on the responses of the eight therapists who completed
and weaknesses of the device, as well as best practices for how the qualitative survey, the primary advantages of the device were:
188 Zondervan et al.

the ability to use a child’s own seating system, rather than trying to the qualitative survey said that they considered the KWIC
to fit them in a demo chair; the use of video games to motivate Trainer to be as safe as or safer than using a demo chair. Based
training; the ability to select which degrees of freedom a child on responses from all eight participants, this was primarily due to
could control so that turning could be taught independently from the inclusion of several emergency stop switches, especially the
forward/backward movements; and the ability to introduce the remote RF emergency stop switch, though some also cited the
basic cause and effect relationship between the joystick and the virtual tether that prevented the children from driving away from
powered wheelchair in a safe, motivating, and highly constrained the therapists during overground training. Some also commented
environment. When asked if these features improved their abil- that the ability to use the child’s own seating system rather than a
ity to do their job, the therapists responded positively, citing the demo chair also improved the system’s safety since the children’s
ability to use the device to assess and train children for powered own wheelchairs included custom straps and constraints to hold
mobility who otherwise would have been excluded from train- them in a good posture during training.
ing with a demo powered wheelchair due to time constraints in The KWIC Trainer had the same average rating as a demo
adjusting seating and safety concerns. chair for ease of use. While the therapists liked the ability to
The primary disadvantages of the KWIC Trainer that were stand in front of a child during overground training as a means
stated were: it was difficult and time intensive to initially set of increasing the child’s sense of independence without decreas-
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up and turn on the device before a training session; the system ing safety, they found the use of the shared control algorithm in
only included a single access method (the USB joystick) that this mode to be counter-productive. This is because it made it
could not be customized; it was heavy and bulky, making it dif- difficult for a child using the system to discern when they were
ficult to maneuver; and it had low ground clearance making it controlling the movement of the chair versus when the KWIC
difficult to use in the real-world environment. When asked what Trainer’s tracking system was overriding their input, thus limit-
improvements they considered to be most important, the survey ing their ability to learn the cause-effect relationship between the
participants unanimously named the lack of other access meth- joystick and the wheelchair. They also commented that the device
ods. Their primary reason cited was that many children require took too long to set up.
the use of specially designed joysticks handles, switches, head Finally, all four therapists rated the KWIC Trainer as effective
arrays, or sip-puff systems to operate a powered wheelchair, and as or more effective than a demo chair. Based on their comments,
these children were unable to benefit from the KWIC Trainer in this was due to the engaging nature of the training, the ability
its current form. to train rotation and translation independently, and the ability to
The four therapists who used the chair more intensively com- properly position a child during training using their own seating
pleted the quantitative survey for both the KWIC Trainer and a system. Again, they commented that the overall effectiveness was
typical demo wheelchair. Each of these therapists used the device limited by a lack of other access methods.
with only one child, and they completed at least two training
sessions. The results of this survey are reported in Table 1.
Three of the four therapists rated the KWIC Trainer as easier
Discussion
to adjust than the demo chair. When asked about the mechanics of
the platform seating system, all the survey participants said they The KWIC Trainer successfully provided a powered mobility
were very comfortable with the setup, and found it secure and training platform that therapists were able to incorporate into
easy to use. Only one respondent encountered a wheelchair that their ongoing clinical practice over a one-year period. Two chil-
would not fit on the platform. This was due to a stroller handle dren obtained their own powered wheelchair after training with
on the back of the manual wheelchair that interfered with the the device. Overall, the therapists responded positively to the
computer stand on the back of the KWIC Trainer. technology, considering it to be more effective than using a demo
Three of the four therapists also rated the KWIC Trainer as wheelchair, but they had several critiques of the design that need
safer than a conventional demo wheelchair. The one therapist that to be addressed in future models. While previous studies have
did not said the video game mode was safer, but the Kinect mode shown that smart wheelchairs can be used to effectively provide
felt less safe. The other four participants who only responded powered mobility training (e.g. (Marchal-Crespo et al., 2010;

Table 1. Results from the quantitative survey. Each row contains the responses of one of the four quantitative survey participants. The
numbers in column one refer to the total number of sessions each therapist used the device. In each of the other columns, the numbers on
the left correspond to the respondent’s level of satisfaction with the KWIC Trainer, while the numbers on the right correspond to the level
of satisfaction with a conventional demo powered wheelchair. The bolded values show the top three qualities marked by each of the four
participants.
Times Ease in Ease of
Used Dimensions Weight adjusting Safety Durability use Comfort Effectiveness

18 2/3 2/3 2/2 4/5 5/5 3/4 5/3 3/2


2 3/2 4/3 4/3 5/3 3/3 3/2 5/2 4/3
30 4/3 4/4 4/3 5/3 5/2 4/4 5/3 4/3
6 3/4 3/4 5/3 4/3 4/4 4/4 4/5 4/4
Total 12 / 12 13 / 14 15 / 11 18 / 14 17 / 14 14 / 14 19 / 13 15 / 12
Kinect-Wheelchair Interface Controlled (KWIC) Smart Wheelchair Trainer 189

McGarry et al., 2012; Nisbet et al., 1996; Wright-Ott, 1997; Xi, For this study, we did not measure the amount of time the thera-
Ragonesi, Galloway, & Agrawal, 2011)), to our knowledge this pists spent in each available mode during training, but this would
is the first long-term usability study of a smart platform trainer be a valuable addition in future studies.
that uses a child’s own seating system, incorporates video games, The therapists also universally appreciated the ability of the
and provides adaptive shared control based on a therapists body KWIC Trainer to convert a manual wheelchair into a powered
position. The results of this study support the platform approach wheelchair, since it allowed them to provide traditional powered
and suggest that the use of video games as a motivating tool mobility training without the use of a demo chair. The therapists
rather than as a simulation tool is beneficial and can be used considered this to be an important feature because it increased
to effectively train powered mobility skills, which supports the the availability of powered mobility training to a larger number of
conclusions made in (Snider, Majnemer, & Darsaklis, 2010). the children. Indeed, several therapists noted that the availability
We next discuss the feedback on the two operating modes of of the KWIC Trainer allowed them to assess and train several
the device in detail, then the observed limitations of the KWIC children for powered mobility who otherwise would have been
Trainer and future steps needed to improve the device. We con- excluded from training. This feature also made the system safer
clude by outlining several broader lessons learned through this and more comfortable, since every child could remain in their
usability study that can inform the design of smart wheelchairs own customized seating system.
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for powered mobility training.


Limitations of the Study and the Device and Future Directions
Responses to the Operating Modes of the KWIC Trainer for Research

While the therapists were initially enthusiastic about the track- A more rigorous test of this technology would be a random-
ing capabilities of the KWIC Trainer in the overground training ized controlled trial that compares changes in driving ability
mode, they found these features difficult to use in practice. after matched doses of conventional powered mobility training.
Specifically, they thought that the lack of clarity as to who was in Further quantitative analysis could also shed light on how the
control of the device during training with the shared control algo- children transferred skills learned during training in the video
rithm outweighed its positive qualities. Their preferred method game mode to real driving, or assess how driving performance
of training in this mode was to turn off the shared control algo- changed after training in each mode independently. However,
rithm so that the child had full control of the wheelchair (i.e. such studies will require a large number of subjects because
setting α to 1 in (1) above), and then to use the tracking capa- of the high level of physical and cognitive variability in the
bilities as a safety mechanism to allow the caregiver to stand target population. Thus, as a first step toward this goal, we
in front of the child during training. However, this safety fea- elected to conduct a usability study that targeted the therapists
ture is also provided by the remote emergency stop switch that who provide mobility training. Even if a new technology can
the therapist can hold in her hand. Even with this feature avail- improve outcomes of training, it will not gain clinical accep-
able, therapists still elected to occasionally provide traditional tance if the therapists being asked to use the device have issues
hand-over-hand training with the device, since it allowed them or concerns with its implementation. Further, when carried out
to physically demonstrate correct patterns of movement during appropriately, qualitative outcome measures provide important
driving. and meaningful information for assessing assistive technologies
In contrast, the therapists universally lauded the video game (Hoenig, Giacobbi, & Levy, 2007). The results provided here
mode of the KWIC Trainer. The key reason they liked it was the were solicited from skilled therapists who spent over 50 hours
motivating nature of the games. They mentioned that the children using the KWIC Trainer in normal practice.
would come to their appointments excited to do their mobility The primary limitation of the KWIC Trainer was the lack
training since it was a chance to improve their score in the games. of access methods. In its current form, the system can only be
The therapists also said they would occasionally use the promise controlled by a single USB joystick. During traditional powered
of the video games as a reward to encourage the children to focus mobility training, therapists have a wide variety of off-the-shelf
during another training task. This mode also had the advantage of input systems to use, which are designed to integrate seamlessly
being highly constrained, since the forward/backward movement with most demo powered wheelchairs. Future iterations of the
of the KWIC Trainer was disabled during game play. This abil- KWIC Trainer should be modified to allow any of these input sys-
ity to selectively train first rotation using the video game mode, tems (e.g. switches, head arrays, sip-puff systems, etc.) to be used
and then translation using the overground mode allowed the ther- to control the device. It is important that the KWIC trainer work
apists to grade the difficulty of the driving task, which allowed with commercially available input systems since it is helpful if
them to tailor the training process to the specific needs of each the children are trained with the input system they will eventually
child. They could also use the video game mode to familiarize the use on their own powered wheelchair.
children with the physical motion of the wheelchair while they The second major limitation of the device was the overall
were engaged in the interactive games in order to get them past complexity of the system. Specifically, the use of a laptop that
the startle response sometimes associated with initial accelera- required booting and then starting the correct program, along
tion of the chair. For those children who had very limited initial with a wheelchair controller module that had to be turned on and
control, movement of the wheelchair could be turned off com- set to the right mode, increased the setup time required before
pletely, and they could practice manipulating the joystick using training. Some usability issues are to be expected from a pro-
the movement of their avatar on the screen as visual feedback. totype device, but it is clear that future iterations of the KWIC
Trainer must reduce the number of steps required to begin using
190 Zondervan et al.

the device. This is because a long setup time cuts into valuable Informing the Design of Smart Wheelchairs for Mobility
training time for the children, which is already limited during a Training
typical session.
While the usability study presented here was focused on the
Although the shared control capabilities of the device were not
evaluation of the KWIC Trainer, the feedback provided by
widely accepted in their current form, the algorithm could per-
the therapists is valuable for the development of other smart
haps be improved through further analysis. For example, future
wheelchairs for powered mobility training. First, it is clear that
studies could quantify how often the KWIC Trainer was halted
the development of shared or collaborative control algorithms
due to the therapist going out of view of the Kinect sensor, or
must be approached carefully, since the ultimate goal is indepen-
how the shared control parameter α evolved over time in a typi-
dent control, yet the users are only given partial control during
cal session. Design changes, such as allowing the adaptation rate
training. The shared control algorithm used here did not per-
of α to be more easily controlled by a therapist, implementing a
form well since it obfuscated the cause and effect relationship
new algorithm that adjusts α in larger, discrete steps so that the
between the joystick and the movement of the chair, disrupt-
child has time to adapt to and understand the level of control they
ing the motor learning process. While the KWIC Trainer did
have over the device, or returning to a joystick with haptic feed-
provide auditory cues that reflected the percentage of control
back so that the cause-effect relationship between the joystick
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the child had of the chair, these were regarded as insufficient


and the movement of the chair would be maintained even if the
to allow the child to understand the differences in the way the
KWIC Trainer was overriding the user’s input, could enhance the
KWIC Trainer responded to the same inputs at different times.
performance of the shared control algorithm.
This is in line with other studies that have emphasized the impor-
Finally, we found that during the video game mode, the KWIC
tance of preventing this potential occluding effect by using clear
Trainer slowly crept forward towards the game screen as a result
and consistent cues to inform the user of exactly how their
of wheel slippage or velocity differences during the back and
input is affecting the device (O’Malley, Gupta, Gen, & Li, 2006;
forth rotation of the device. We recently modified the system
Winstein, Pohl, & Lewthwaite, 1994). For example, if a smart
to use the Kinect depth sensor to measure the distance of the
wheelchair were to use proximity sensors to halt the wheelchair
KWIC Trainer from the video game screen, and then use this
in the event that it comes too close to another object, an audi-
measurement in a proportional feedback controller to automat-
tory or visual cue should be provided to the driver so that they
ically maintain the device at an appropriate distance from the
are aware that the wheelchair is ignoring their input until the haz-
screen as it rotates (Figure 5). This feedback control approach
ard has been removed. Further studies, such as those mentioned
also causes the KWIC Trainer to move forward a controlled
above, should seek to understand how best to implement shared
amount in response to a forward joystick input during video
control algorithms in order to improve motor learning during
gaming, and then to move back to its original position over
training.
time. Thus, the user experiences the vestibular and spatiotempo-
Second, with appropriate contextual cues, it is advantageous
ral feedback associated with forward acceleration, similar to the
for smart wheelchairs to be able to grade the complexity
“washout filter” technique used in motion simulators such as air-
of the driving task. For example, the children who used the
craft simulators to convey realistic motion sense (Grant & Reid,
KWIC Trainer were able to understand that the wheelchair only
1997).
responded to left/right input from the joystick during video game

Fig. 5. Changes in the distance between the KWIC Trainer and the screen displaying the video game during six simulated, three-minute
training sessions in the video game mode both with and without the depth sensor-based proportional feedback controller. The red line
shows the average of six runs with the controller in place, while the blue line shows the average of six runs without the controller. Shaded
areas denote ±1 standard deviation. The KWIC Trainer was continuously rotated clockwise and counter-clockwise in a sinusoidal fashion
throughout the duration of each three minute trial. When the controller was active, the distance between the KWIC Trainer and the screen
did not change over time, confirming that the forward creep was eliminated by the feedback controller.
Kinect-Wheelchair Interface Controlled (KWIC) Smart Wheelchair Trainer 191

play. This allowed them to focus specifically on these two move- Chen, X., & Agrawal, S. K. (2013). Assisting versus repelling force-
ments, thus practicing and learning one part of the more complex feedback for learning of a line following task in a wheelchair. IEEE
full driving task. Training at the appropriate challenge level and Transactions on Neural Systems and Rehabilitation Engineering: A
Publication of the IEEE Engineering in Medicine and Biology Society,
breaking down a complex task during training have both been
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shown to improve motor learning in general (Fontana, Mazzado, Chen, X., Ragonesi, C., Galloway, J. C., & Agrawal, S. K. (2011). Training
Furtado, & Gallagher, 2009; Guadagnoli & Lee, 2004; Klein, toddlers seated on mobile robots to drive indoors amidst obstacles.
Spencer, & Reinkensmeyer, 2012) and powered mobility skills IEEE Transactions on Neural Systems and Rehabilitation Engineering:
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Third, the motivating nature of the KWIC Trainer’s video Society, 19(3), 271–279. doi:10.1109/TNSRE.2011.2114370
game mode enabled the therapists that used the device to keep the Cooper, R. R. A., Ding, D., Simpson, R., Fitzgerald, S. G., Spaeth, D. M.,
Guo, S., & Boninger, M. L. (2005). Virtual reality and computer-
trainees engaged during the training process, even across multi-
enhanced training applied to wheeled mobility: An overview of work
ple sessions. This is in line with numerous other studies that have in Pittsburgh. Assistive Technology, 17(2), 159–170. doi:10.1080/
found motivational benefits of virtual reality augmented training 10400435.2005.10132105
(Cooper et al., 2005; Harris & Reid, 2005; Reid, 2004). While Demers, L., Monette, M., Lapierre, Y., Arnold, D. L., & Wolfson, C. (2002).
video games may not be appropriate for every training context, Reliability, validity, and applicability of the Quebec User Evaluation
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smart wheelchairs should strive to create motivating, engaging, of Satisfaction with assistive Technology (QUEST 2.0) for adults
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Goil, A., Derry, M., & Argall, B. D. (2013). Using machine learning to blend
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human and robot controls for assisted wheelchair navigation. IEEE
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for flexible training regimens, incorporate safety cutoffs, uti- Guerette, P., Furumasu, J., & Tefft, D. (2013). The positive effects of early
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Hoenig, H., Giacobbi, P., & Levy, C. E. (2007). Methodological challenges
Supported by grant H133G090111 from the National Institute on confronting researchers of wheeled mobility aids and other assistive
Disability and Rehabilitation Research. A special thank you to technologies. Disability & Rehabilitation: Assistive Technology, 2(3),
Madhavi Yarlagadda and her team at the Irvine Medical Therapy 159–168. doi:10.1080/17483100701374405
Unit for their willingness to collaborate on this project. Hoyer, H., Borgolte, U., & Jochheim, A. (1999). The OMNI-wheelchair -
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ity use-Applying grounded theory to occupational performance.
Journal of Rehabilitation Research and Development, 51(6), 963–974. 1. How often did you use the device, and in which mode did you
doi:10.1682/JRRD.2013.11.0237 most often use the device?
Nisbet, P., Craig, J., Odor, P., & Aitken, S. (1996). “Smart” wheelchairs for
1a. If you did not use the device often, why not?
mobility training. Technology and Disability, 5, 49–62.
O’Malley, M. K., Gupta, A., Gen, M., & Li, Y. (2006). Shared control in 2. What need, if any, do you think this device meets?
haptic systems for performance enhancement and training. Journal of 3. What were things that you liked about each mode? Why?
Dynamic Systems, Measurement, and Control, 128, 75–85. 3a. Did these things improve your ability to do your job?
Reid, D. (2004). The influence of virtual reality on playfulness in children 3b. Did you use these features often?
with cerebral palsy: A pilot study. Occupational therapy international. 4. What were things that you did not like about each mode? Why?
(Vol. 11, pp. 131–144). Retrieved from http://www.ncbi.nlm.nih.gov/ 4a. Did these things make it more difficult for you to do your job?
pubmed/15297894
Ripmaster, C., Farris, J., Kenyon, L., Pung, C., & Peck, J. (2013). Em-
4b. Did these features cause issues often?
POWERing children and young adults through movement: Use of a 5. What was your experience with the mechanical interface of the
power wheelchair trainer to enable movement exploration and suc- Trainer? Was it easy to mount and secure a manual chair? Did
cess. The American Academy of Cerebral Palsy and Developmental every chair fit?
Medicine 66th Annual Meeting. Toronto, Ontario, Canada. 6. What was your experience with the joystick? Was it easy to
Secoli, R., Zondervan, D., & Reinkensmeyer, D. J. (2012). Using a smart place in a desired location? Any improvements that could be
wheelchair as a gaming device for floor-projected games: A mixed-
made to the input device?
reality environment for training powered-wheelchair driving skills.
Stud health technol inform (pp. 450–456). Newport Beach, CA. 7. Do you have any safety concerns regarding the device?
Simpson, R. C. (2005). Smart wheelchairs: A literature review. The Journal 7a. How likely do you think it is that an adverse event could occur
of Rehabilitation Research and Development, 42(4), 423. doi:10.1682/ with the device?
JRRD.2004.08.0101 7b. Is this device more safe, less safe, or as safe as the Traditional
Simpson, R. C., & Levine, S. P. (2002). Voice control of a powered Method?
wheelchair. IEEE Transactions on Neural Systems and Rehabilitation 8. How could this device be improved?
Engineering: A Publication of the IEEE Engineering in Medicine and
8a. Would you consider these improvements to be essential?
Biology Society, 10(2), 122–125. doi:10.1109/TNSRE.2002.1031981
Snider, L., Majnemer, A., & Darsaklis, V. (2010). Virtual reality as a 8b. Would these improvements make you more likely to use the
therapeutic modality for children with cerebral palsy. Developmental device?
Neurorehabilitation, 13(2), 120–128. Retrieved from http://www.ncbi. 8c. Would that improvement make the device more effective?
nlm.nih.gov/pubmed/20222773 Why?
Soh, H., & Demiris, Y. (2012). Towards early mobility independence: An 9. Would you use/continue to use the device if it was available?
intelligent paediatric wheelchair with case studies. IROS workshop Why or why not?
on progress, challenges and future perspectives in navigation and
manipulation assistance for robotic wheelchairs, Vilamoura, Portugal.
10. Any additional comments?

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