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Self-Adaptive Games for Rehabilitation at Home

by Michele Pirovano, Renato Mainetti, Gabriel Baud-bovy, Pier Luca Lanzi, Nunzio Alberto Borghese
"... Abstract—Computer games are a promising tool to support rehabilitation at home. It is widely recognized that rehabilitation games should (i) be nicely integrated in general-purpose rehabili-tation stations, (ii) adhere to the constraints posed by the clinical protocols, (iii) involve movements that ..."
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Abstract—Computer games are a promising tool to support rehabilitation at home. It is widely recognized that rehabilitation games should (i) be nicely integrated in general-purpose rehabili-tation stations, (ii) adhere to the constraints posed by the clinical protocols, (iii) involve movements

Web-based home rehabilitation gaming system for balance training

by V I Kozyavkin , O O Kachmar , V E Markelov , V V Melnychuk , B O Kachmar
"... ABSTRACT Currently, most systems for virtual rehabilitation and motor training require quite complex and expensive hardware and can be used only in clinical settings. Now, a low-cost rehabilitation game training system has been developed for patients with movement disorders; it is suitable for home ..."
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for home use under the distant supervision of a therapist. It consists of a patient-side application installed on a home computer and the virtual rehabilitation Game Server in the Internet. System can work with different input gaming devices connected through USB or Bluetooth, such as a Nintendo Wii

Feasibility of Modified Remotely Monitored In-Home Gaming Technology for Improving Hand Function in Adolescents With Cerebral Palsy

by Moustafa Abdelbaky, Student Member, Meredith R. Golomb
"... Abstract—The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in ..."
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Abstract—The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments

In-Home Tele-Rehabilitation Improves Tetraplegic Hand

by Neurorehabilitation, Jan Kowalczewski, Su Ling Chong, Mary Galea, Arthur Prochazka
"... Background. Spinal cord injury (SCI) survivors with tetraplegia have great difficulty performing activities of daily living (ADLs). Functional electrical stimulation (FES) combined with exercise therapy (ET) can improve hand function, but deliver-ing the treatment is problematic. Objective. To compa ..."
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. To compare 2 ET treatments delivered by in-home tele-therapy (IHT). Methods. Each treatment involved ET, tele-supervised 1 h/d, 5 d/wk for 6 weeks. Treatment 1: “conventional ET ” comprised strength training, computer games played with a trackball, and therapeutic electrical stimulation (TES). Treatment 2

A wireless human motion capturing system for home rehabilitation

by Yu-chee Tseng, Chin-hao Wu, Fang-jing Wu, Chi-fu Huang, Chung-ta King, Chun-yu Lin, Jang-ping Sheu, Chun-yu Chen, Chi-yuan Lo - In International Conference on Mobile Data Management , 2009
"... Abstract—Following the trend of miniature intelligent sensing, wearing small, integrated wireless sensor nodes, such as one with accelerometers and compasses, to capture human body motions may have many applications in medical care and computer animation. In this paper, we demonstrate the use of int ..."
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of intelligent sensors to capture human motions for home rehabilitation. We design a game to help a patient to conduct his/her rehabilitation program. For each exercise, the patient is instructed to wear sensors on specified movable body parts. The system will then estimate the quality of the movements and give

Movement recognition and preference in home-based robot-assisted stroke rehabilitation

by Angelo Basteris , Farshid Amirabdollahian
"... ABSTRACT Robots can be effective tools for rehabilitation of subjects with stroke. Furthermore, home-based robotic rehabilitation could reduce the costs and improve the therapy outcome. We worked on such a context within the SCRIPT (Supervised Care and Rehabilitation Involving Personal Telerobotics ..."
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ABSTRACT Robots can be effective tools for rehabilitation of subjects with stroke. Furthermore, home-based robotic rehabilitation could reduce the costs and improve the therapy outcome. We worked on such a context within the SCRIPT (Supervised Care and Rehabilitation Involving Personal

Buiding a Visual Tracking System for Home-Based Rehabilitation

by Yaqing Tao, Huosheng Hu - In Proc. of the 9th Chinese Automation and Computing Society Conf. In the UK , 2003
"... Visual tracking of human movement has attracted increasing attention recently because of its wide spectrum of applications, including athletic and clinical performance analysis, human-computer interface, surveillance, motion capture for games and animation. There are two main techniques in the visua ..."
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in the visual tracking of the human movement community: marker-based tracking and marker-free tracking. This paper presents a visual tracking system, which exploits both marker-based and marker-free methods, to support the home-based rehabilitation program. It provides a useful and complete tracking system

Social Integration of Stroke Patients through the Multiplayer Rehabilitation Gaming System

by Martina Maier, Belén Rubio Ballester, Esther Duarte, Armin Duff, Paul F. M. J. Verschure
"... Abstract. Stroke is a leading cause of serious long-term disability in adults (Go et al, 2013). The impact of stroke induced impairments goes beyond the mere loss of motor abilities. The psychosocial implications caused by changes in per-formance of the activities of daily living have to be consider ..."
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in order to overcome this limitation. By cre-ating a multiplayer game that enhances performance of the patient through an adaptive mapping methodology, we compensate for motor impairments and al-low the patient to interact with other participants on an equal level. We propose that this approach influences

Skyfarer: Design Case Study of a Mixed Reality Rehabilitation Video Game

by Marientina Gotsis , Vangelis Lympouridis , Phil Requejo , Lisa L Haubert , Irina C Poulos , Fotos Frangoudes , David Turpin , Maryalice Jordan-Marsh , 2014
"... Abstract. This paper outlines a design case study for Skyfarer, a mixed reality rehabilitation application developed for upper body exercise of individuals aging with disability. We describe how experience, experiential and participatory design methodologies were combined to develop a game, which w ..."
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Abstract. This paper outlines a design case study for Skyfarer, a mixed reality rehabilitation application developed for upper body exercise of individuals aging with disability. We describe how experience, experiential and participatory design methodologies were combined to develop a game, which

J N E R JOURNAL OF NEUROENGINEERINGAND REHABILITATION

by Sharon M. Nijenhuis, Gerdienke B. Prange, Farshid Amirabdollahian, Patrizio Sale, Francesco Infarinato, Nasrin Nasr, Gail Mountain, Hermie J. Hermens, Arno H. A. Stienen, Jaap H. Buurke, Johan S. Rietman
"... Feasibility study into self-administered training at home using an arm and hand device with motivational gaming environment in chronic stroke Nijenhuis et al. ..."
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Feasibility study into self-administered training at home using an arm and hand device with motivational gaming environment in chronic stroke Nijenhuis et al.
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