2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH) 2022
DOI: 10.1109/segah54908.2022.9978557
|View full text |Cite
|
Sign up to set email alerts
|

A Preliminary Comparison between Traditional and Gamified Leg Agility Assessment in Parkinsonian Subjects

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2023
2023
2023
2023

Publication Types

Select...
1

Relationship

0
1

Authors

Journals

citations
Cited by 1 publication
(1 citation statement)
references
References 29 publications
0
1
0
Order By: Relevance
“…In recent years, a multitude of studies have discussed gamified applications for physical rehabilitation. These applications are fed with kinematic features that are captured through modern, cost-effective motion capture technologies such as Microsoft Kinect [2], [3], Nintendo Wii [4], Google MediaPipe [5], [6] and OpenPose [7]. Despite the advantages the aforementioned technologies yield, such as cost efficiency and ease of use, they come with a major limitation: a noticeable pose detection error margin [8], [9].…”
Section: Introductionmentioning
confidence: 99%
“…In recent years, a multitude of studies have discussed gamified applications for physical rehabilitation. These applications are fed with kinematic features that are captured through modern, cost-effective motion capture technologies such as Microsoft Kinect [2], [3], Nintendo Wii [4], Google MediaPipe [5], [6] and OpenPose [7]. Despite the advantages the aforementioned technologies yield, such as cost efficiency and ease of use, they come with a major limitation: a noticeable pose detection error margin [8], [9].…”
Section: Introductionmentioning
confidence: 99%