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Some sectors still treat disability as a marginalised group. However, the development of digital technology, as demonstrated by the Smart Mobile Inclusive Learning (SMILE) project from Institut Teknologi Sepuluh Nopember (ITS), provides new expectancy in addressing this gap.
Addressing concerns over the limited availability of physiotherapy facilities for people with disabilities, a team of doctoral students from the Department of Electrical Engineering at Institut Teknologi Sepuluh Nopember (ITS) has developed an innovative deep learning-integrated camera called SMILE as an engaging hand therapy tool.
SMILE represents a significant step forward in the intersection of digital technology and healthcare. The system integrates deep learning algorithms with a camera and digital games to create an engaging and effective medium for hand therapy. “It also serves as an enjoyable, inclusive learning medium during therapy,” Endah added.
This dual functionality makes SMILE a therapeutic tool and a means of inclusive education catering to a diverse range of users.
The SMILE system comprises two main components: a monitoring information system and hand therapy games. The monitoring system is designed for patient guardians and therapists to track therapy history. This system leverages data analytics to provide detailed patient progress reports, allowing for more personalised and effective treatment plans.
The hand therapy game utilises computer vision technology to detect hand movements and control the game. The primary game involves moving the hand to place fruit into a basket, a task designed to improve motor skills and hand-eye coordination. The deep learning algorithms continuously learn from the user’s movements, adapting the game’s difficulty to match the patient’s progress, ensuring the therapy remains challenging and engaging.
Collaborating with the disability non-profit organisation in Surabaya has been instrumental in the project’s development. The foundation provided a real-world testing environment, allowing the team to gather valuable feedback and make necessary adjustments.
The positive responses from therapists and patients have been encouraging. Therapists reported that patients previously reluctant to raise their hands became more enthusiastic about lifting and participating in therapy. “This certainly enhances the progress of the therapy patients,” Endah noted.
With these results, the team led by Endah, along with Gede Aditra Pradnyana SKom MKom, Fayruz Rahma ST MEng, Farah Zakiyah Rahmanti SST MT, and Moch Iskandar Riansyah SST MT, is optimistic that the technology developed over the past year will continue to grow rapidly. Endah stated that the team will continue to explore various features to perfect this technology, aiming to reach more therapy patients with different conditions. The integration of additional sensors and the development of more complex games are among the planned enhancements. These improvements will make SMILE adaptable to a broader range of therapeutic needs, from post-stroke rehabilitation to pediatric therapy.
The team’s vision extends beyond individual therapy sessions. They aim to create a comprehensive digital platform that can be used in various therapeutic settings, potentially transforming the landscape of physical rehabilitation and inclusive education.
The development of SMILE is a testament to the potential of digital technology to create impactful solutions in healthcare. By combining deep learning, computer vision, and engaging game design, the ITS team has created a tool that addresses a critical need and offers a glimpse into the future of therapy. The continued refinement and expansion of SMILE promise to bring greater benefits to patients and therapists, demonstrating the power of innovative technology to improve lives.