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Gabriel Guo

dblp:252/3233 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Computer networks · 4 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
Health and well-being technologies · 57% Ubiquitous computing and smart environments · 18% Personal fabrication and tangible interfaces · 14%

Topics — the 7 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › rehabilitation
stroke rehabilitation
0.822019
ARMove: A smartphone augmented reality exergaming system for upper and lower extremities stroke rehabilitation: demo abstract · SenSys 2019
BIGHand - A bilateral, integrated, and gamified handgrip stroke rehabilitation system for independent at-home exercise: demo abstract · SenSys 2019
Ubiquitous computing and smart environments › mobile sensing
smartphone sensing
0.522020
PDLens: smartphone knows drug effectiveness among Parkinson's via daily-life activity fusion · MobiCom 2020
ARMove: A smartphone augmented reality exergaming system for upper and lower extremities stroke rehabilitation: demo abstract · SenSys 2019
Personal fabrication and tangible interfaces › digital fabrication
3d printing
0.412020
RehabPhone: a software-defined tool using 3D printing and smartphones for personalized home-based rehabilitation · MobiSys 2020
Health and well-being technologies
mobile health
0.412020
PDLens: smartphone knows drug effectiveness among Parkinson's via daily-life activity fusion · MobiCom 2020
Health and well-being technologies
rehabilitation technology
0.412020
RehabPhone: a software-defined tool using 3D printing and smartphones for personalized home-based rehabilitation · MobiSys 2020
Immersive interaction
augmented reality interaction
0.112019
ARMove: A smartphone augmented reality exergaming system for upper and lower extremities stroke rehabilitation: demo abstract · SenSys 2019
Interaction techniques and input › input sensing › touch sensing
grip sensing
0.112019
BIGHand - A bilateral, integrated, and gamified handgrip stroke rehabilitation system for independent at-home exercise: demo abstract · SenSys 2019

Methods — techniques the papers use, named apart from their topics

software-defined design · 0.4smartphone sensing · 0.4ranking-based multi-view deep neural network · 0.4activity fusion · 0.43d printing · 0.4exergame · 0.4embedded vision · 0.4augmented reality · 0.4adaptive difficulty progression · 0.4
YearPublicationVenuePosition
2020 PDLens: smartphone knows drug effectiveness among Parkinson's via daily-life activity fusion
abstract
Drug effectiveness management is a complicated and challenging task in chronic diseases, like Parkinson's Disease (PD). Drug effectiveness control is not only linked to personal out-of-pocket cost but also affecting the quality of life among patients with chronic symptoms. In the current practice, although that health and medical professionals still play a key role in the personalized treatment plan, the critical decision on drug selection falls upon the individual report when patients call in or visit the clinics. Unfortunately, most of the patients with chronic diseases either fail to report their day-to-day symptoms or have a limited access to medical resources due to economic constraints. In this paper, we present PDLens, a first smartphone-based system to detect drug effectiveness among Parkinson's in daily life. Specifically, PDLens can extract digital behavioral markers related to PD drug responses from everyday activities, including phone calls, standing, and walking. PDLens models the PD symptom severity on drug treatment and detects the change of severity scores before and after drug intake. A ranking-based multi-view deep neural network is developed to decide the drug effectiveness upon the symptom severity changes. To validate the performance of PDLens, we conduct a pilot study with 81 PD patients and monitor their smartphone activities and severity changes over 33693 drug intake events across six (6) months. Compared with the standard clinical drug effectiveness test developed by Motor Disorder Society, results reveal that PDLens is a promising tool to facilitate drug effectiveness detection among PD patients in their daily lives.
Hanbin Zhang, Gabriel Guo, Chen Song 0001, Chenhan Xu, Kevin Yiu-Wah Cheung, Jasleen Alexis, Huining Li, Dongmei Li 0012, Kun Wang 0005, Wenyao Xu
MobiCom2
2020 RehabPhone: a software-defined tool using 3D printing and smartphones for personalized home-based rehabilitation
abstract
Approximately 7 million survivors of stroke reside in the United States. Over half of these individuals will have residual deficits, making stroke one of the leading causes of disability. Long-term rehabilitation opportunities are critical for millions of individuals with chronic upper limb motor deicits due to stroke. Traditional in-home rehabilitation is reported to be dull, boring, and un-engaging. Moreover, existing rehabilitation technologies are not user-friendly and cannot be adaptable to different and ever-changing demands from individual stroke survivors. In this work, we present RehabPhone, a highly-usable software-defined stroke rehabilitation paradigm using the smartphone and 3D printing technologies. This software-definition has twofold. First, RehabPhone leverages the cost-effective 3D printing technology to augment ordinal smartphones into customized rehabilitation tools. The size, weight, and shape of rehabilitation tools are software-defined according to individual rehabilitation needs and goals. Second, RehabPhone integrates 13 functional rehabilitation activities co-designed with stroke professionals into a smartphone APP. The software utilizes built-in smartphone sensors to analyzes rehabilitation activities and provides real-time feedback to coach and engage stroke users. We perform the in-lab usability optimization with the RehabPhone prototype with involving 16 healthy adults and 4 stroke survivors. After that, we conduct a 6-week unattended intervention study in 12 homes of stroke residence. In the course of the clinical study, over 32,000 samples of physical rehabilitation activities are collected and evaluated. Results indicate that stroke users with RehabPhone demonstrate a high adherence and clinical efficacy in a self-managed home-based rehabilitation course. To the best of our knowledge, this is the first exploratory clinical study using mobile health technologies in real-world stroke rehabilitation.
Hanbin Zhang, Gabriel Guo, Emery Comstock, Baicheng Chen, Chen Song 0001, Jerry Antony Ajay, Jeanne Langan, Sutanuka Bhattacharjya, Lora Cavuoto, Wenyao Xu
MobiSys2
2019 BIGHand - A bilateral, integrated, and gamified handgrip stroke rehabilitation system for independent at-home exercise: demo abstract
abstract
Effective home rehabilitation is important for recovery of hand grip ability in post-stroke individuals. This paper presents BIGHand, a bilateral, integrated, and gamified handgrip stroke rehabilitation system for independent at-home exercise. BIGHand consists of affordable sensor-integrated hardware (Vernier hand dynamometers, Arduino Uno, interface shield) used to obtain real-time grip force data, and a set of exergames designed as parts of an interactive structural rehabilitation program. This program pairs targeted difficulty progression with user-ability scaled controls to create an adaptive, challenging, and enticing rehabilitation environment. This training prepares users for the many activities of daily living (ADLs) by targeting strength, bilateral coordination, hand-eye coordination, speed, endurance, precision, and dynamic grip force adjustment. Multiple measures are taken to engage, motivate, and guide users through the at-home rehabilitation process, including "smart" post-game feedback and in-game goals. A demo video is available at https://youtu.be/zrLVkZZ4Ukc.
Emery Comstock, Gabriel Guo, Wenyao Xu
SenSys2
2019 ARMove: A smartphone augmented reality exergaming system for upper and lower extremities stroke rehabilitation: demo abstract
abstract
Effective at-home rehabilitation of both upper and lower extremities is important for regaining proficiency in activities of daily living (ADLs) post-stroke. We introduce ARMove, a smartphone augmented reality (AR) exergaming system for upper and lower extremities stroke rehabilitation. The AR technology facilitates exergaming that utilizes full range of motion in real-world spatial environments, while creating interesting graphics to engage users in gamified environments. ARMove's novelty comes from its multifaceted rehabilitation of both upper and lower extremities. Furthermore, ARMove provides simultaneous training of fine and gross movements; it also considers bilateral training, preparing users for ADLs such as using computers or playing sports. Additionally, our utilization of smartphone embedded vision sensors and mobile computing give our system scalability, with potential for ubiquitous deployment.
Gabriel Guo, Joshua Segal, Hanbin Zhang, Wenyao Xu
SenSys1