EDBT 2026 Demo / reviewers in the wild / expert
Emery Comstock
dblp:252/3341
· DBLP profile ↗
2ranked-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 · 2 · 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
2 papers |
Health and well-being technologies · 55% Personal fabrication and tangible interfaces · 29% Wearable and physiological sensing · 9% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Personal fabrication and tangible interfaces › digital fabrication
3d printing |
0.4 | 1 | 2020 | RehabPhone: a software-defined tool using 3D printing and smartphones for personalized home-based rehabilitation · MobiSys 2020 |
Health and well-being technologies
rehabilitation technology |
0.4 | 1 | 2020 | RehabPhone: a software-defined tool using 3D printing and smartphones for personalized home-based rehabilitation · MobiSys 2020 |
Health and well-being technologies › rehabilitation
stroke rehabilitation |
0.4 | 1 | 2019 | BIGHand - A bilateral, integrated, and gamified handgrip stroke rehabilitation system for independent at-home exercise: demo abstract · SenSys 2019 |
Interaction techniques and input › input sensing › touch sensing
grip sensing |
0.1 | 1 | 2019 | 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 · 0.43d printing · 0.4exergame · 0.4adaptive difficulty progression · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | RehabPhone: a software-defined tool using 3D printing and smartphones for personalized home-based rehabilitationabstractApproximately 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 |
MobiSys | 3 |
| 2019 | BIGHand - A bilateral, integrated, and gamified handgrip stroke rehabilitation system for independent at-home exercise: demo abstractabstractEffective 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 |
SenSys | 1 |