2020
DOI: 10.3390/s20247037
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Adaptive Rehabilitation Bots in Serious Games

Abstract: In recent years, we have witnessed a growing adoption of serious games in telerehabilitation by taking advantage of advanced multimedia technologies such as motion capture and virtual reality devices. Current serious game solutions for telerehabilitation suffer form lack of personalization and adaptiveness to patients’ needs and performance. This paper introduces “RehaBot”, a framework for adaptive generation of personalized serious games in the context of remote rehabilitation, using 3D motion tracking and vi… Show more

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Cited by 19 publications
(54 citation statements)
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“…The full report of the information of the included studies is presented in the synoptic table (Additional File 1 : Appendix 1 ) [ 39 106 ].…”
Section: Resultsmentioning
confidence: 99%
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“…The full report of the information of the included studies is presented in the synoptic table (Additional File 1 : Appendix 1 ) [ 39 106 ].…”
Section: Resultsmentioning
confidence: 99%
“…Patients referred good acceptability regardless the different levels of immersion. Most participated in non-immersive VR-based therapy [ 40 , 44 46 , 48 , 50 , 52 , 53 , 57 62 , 64 73 , 75 77 ], whereas fully-immersive devices (i.e., HMD) were used in six studies [ 39 , 42 , 43 , 54 , 63 , 78 ]. Semi-immersive VR (i.e., Kinect with large TV or projector screens) was tested in five studies [ 47 , 49 , 51 , 55 , 57 , 74 ].…”
Section: Resultsmentioning
confidence: 99%
“…The difficulty of the exergame changed dynamically according to the score obtained at a given time. The Rehab Bots game was created in [24]. It is based on the virtual assistant identified by therapists and contains three main levels that are: (1) a virtual assistance robot that shows patients how to properly perform the exercises, (2) an intelligent movement notifications module that analyzes and represents patients in 3D, then, if necessary, adjusts the game to the appropriate level to achieve the best outcome, and (3) a dynamic correction module that takes into account both the level of game complexity and the virtual assistant readings in order to create a series of exercises that are more suited to the patients' capacities.…”
Section: Related Workmentioning
confidence: 99%
“…We notice from Table 1 that there are studies that have developed serious games for rehabilitation, but they are not adapted to the patient [3,40]. In the same context, if they are adapted they are personalized but not intended for motor rehabilitation [50], or the adaptation is only at the beginning of the exercise, regardless of what happens during it [17,19,24]. The previous works may be oriented to kinesthetic rehabilitation and adapted dynamically to the game's surroundings, but they do not take into account the virtual reality aspect [46,49].…”
Section: Related Workmentioning
confidence: 99%
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