2019 Design of Medical Devices Conference 2019
DOI: 10.1115/dmd2019-3237
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Design of a Game-Based Rehabilitation System Using Kinect Sensor

Abstract: As technological innovation is fused into the rehabilitation process, it gives conventional therapy a new direction with the products of interactive nature and easy to measure techniques. In the recent years, virtual reality based game therapy has turned out to be a promising option for post-stroke patients since it engages patients with fun based exercises during rehabilitation process. It also triggers their neuro-motor functions and accelerates the recovery process. Nevertheless it is necessary to extract s… Show more

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Cited by 3 publications
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“…Alguns estudos têm sido propostos com o uso de jogos sérios para acelerar o processo de reabilitação motora de membros superiores (Mubin et al, 2020) (Ayed et al, 2019). No entanto, as soluções são baseadas no uso de sensores (Hamawy et al, 2019), dispositivos vestíveis (Al-Mahmood & Agyeman, 2018), braços robóticos (Eizicovits et al, 2018) ou Research, Society and Development, v. 9, n. 11, e2569119896, 2020 (CC BY 4.0) | ISSN 2525-3409 | DOI: http://dx.doi.org/10.33448/rsd-v9i11.9896 plataformas de videogame proprietárias, como Nintendo Wii (Ayoubi et al, 2019) e Xbox Kinect (Dubey & Manna, 2019), os quais possuem um alto custo, favorecendo, portanto, a baixa adoção da técnica de gameterapia, especialmente, em ambientes domésticos (Hoey et al, 2013).…”
Section: Introductionunclassified
“…Alguns estudos têm sido propostos com o uso de jogos sérios para acelerar o processo de reabilitação motora de membros superiores (Mubin et al, 2020) (Ayed et al, 2019). No entanto, as soluções são baseadas no uso de sensores (Hamawy et al, 2019), dispositivos vestíveis (Al-Mahmood & Agyeman, 2018), braços robóticos (Eizicovits et al, 2018) ou Research, Society and Development, v. 9, n. 11, e2569119896, 2020 (CC BY 4.0) | ISSN 2525-3409 | DOI: http://dx.doi.org/10.33448/rsd-v9i11.9896 plataformas de videogame proprietárias, como Nintendo Wii (Ayoubi et al, 2019) e Xbox Kinect (Dubey & Manna, 2019), os quais possuem um alto custo, favorecendo, portanto, a baixa adoção da técnica de gameterapia, especialmente, em ambientes domésticos (Hoey et al, 2013).…”
Section: Introductionunclassified