Publications by authors named "Sangeetha Mohanraj"

Article Synopsis
  • People with mobility issues often face health problems like obesity and depression because they can't easily access fitness programs.
  • This study looked at a new online fitness program to see if it could help those individuals stay active and healthy.
  • Out of 146 people checked, 33 signed up for the program, and most of them attended regularly, with many earning rewards for their participation.
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A descriptive qualitative study was conducted to learn manufacturer perceptions of the barriers and facilitators of designing and producing accessible fitness equipment. Eight participants familiar with the ASTM International (formally the American Society for Testing and Materials) Universal Design of Fitness Equipment standards were interviewed via a virtual platform. Audio recorded interviews were transcribed verbatim and independently coded by two investigators using thematic analysis.

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Background: When pedaling a coupled-crank arm ergometer, individuals with hemiplegia may experience nonparetic arm overcompensation, and paretic arm resistance, due to neuromechanical deficits. Technologies that foster independent limb contributions may increase the effectiveness of exercise for people poststroke.

Objective: Examine the speed during uncoupled pedaling with the Advanced Virtual Exercise Environment Device among individuals poststroke and non-impaired comparisons.

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Background: People with disabilities experience numerous barriers to being physically active, such as transportation issues, a lack of trained exercise professionals who understand disabilities, and facility access. The use of a virtual exercise platform (VEP) may provide an alternative and limit certain barriers.

Objective: The aim of this mixed method study was to evaluate user interaction (effectiveness, efficiency, and satisfaction), the strengths and weaknesses of the user interface, and the user experience with a VEP.

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Background: Video games are a popular sedentary activity among people with impaired mobility; however, active video game hardware typically lacks accessibility and customization options for individuals with mobility impairments. A touchpad video game system can elicit moderate physical activity in healthy adults; however, it is unclear if this system is usable by adults with impaired mobility.

Objective: The purpose of this study was to assess the usability of a touchpad video game controller system adapted for adults with impaired mobility.

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Article Synopsis
  • A new video game controller called the GAIMplank was created to help people with mobility challenges play video games more easily.
  • The study checked how well the GAIMplank worked for these players, focusing on their enjoyment and how much effort it took to play.
  • 21 adults tested the controller by playing games while standing, sitting, or using their wheelchairs, and the results showed it was a fun and usable option for them.
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