Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare 2014
DOI: 10.4108/icst.pervasivehealth.2014.255326
|View full text |Cite
|
Sign up to set email alerts
|

Gamification of Stroke Rehabilitation Exercises Using a Smartphone

Abstract: Stroke is a disabling disease that requires extensive work of rehabilitation to improve the quality of life of patients. In order to increase the compliance and motivation of the patients, stroke rehabilitation exercises have been developed in a game-like structure using a smartphone. These games were designed to promote and evaluate different movements of the upper limbs and their level of difficulty is adaptable to each patient's impairment level. The feasibility of the use of smartphone built-in inertial se… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
27
0
2

Year Published

2016
2016
2024
2024

Publication Types

Select...
6
3

Relationship

0
9

Authors

Journals

citations
Cited by 31 publications
(29 citation statements)
references
References 6 publications
0
27
0
2
Order By: Relevance
“…)[4, 40, 44, 48, 50, 60, 6365, 72, 75, 77, 79]3D model of limb or human body or structure[37, 41, 43, 46, 53, 56, 68–70]Game[42, 45, 59, 62, 66, 67]HapticVibrotactile display[51, 52, 57, 61]AuditoryMusical pattern[78]Multi-modal[3, 38, 39, 47, 49, 54, 55, 58, 71, 73, 74, 76] …”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…)[4, 40, 44, 48, 50, 60, 6365, 72, 75, 77, 79]3D model of limb or human body or structure[37, 41, 43, 46, 53, 56, 68–70]Game[42, 45, 59, 62, 66, 67]HapticVibrotactile display[51, 52, 57, 61]AuditoryMusical pattern[78]Multi-modal[3, 38, 39, 47, 49, 54, 55, 58, 71, 73, 74, 76] …”
Section: Resultsmentioning
confidence: 99%
“…Our results show that virtual reality has been commonly used within the included studies (three studies [37–39] in 2010, two [45, 46] in 2011, one [56] in 2013, three [62, 67, 68] in 2014 and one [69] in 2015). Further to using a computer screen as a visual feedback display, the emergence of smartphones is reflected on the number of the systems providing feedback on smartphones: 0 in 2010–2012, two [54, 58] in 2013, five [59, 60, 63, 64, 66] in 2014, four [70, 72–74] in 2015 and two [76, 77] in 2016.…”
Section: Resultsmentioning
confidence: 99%
“…In diesem Kontext hat sich das Themenfeld "serious gaming" etabliert. Spielerische Methoden und Konzepte zur Motivationsförderung werden für verschiedene Indikationen zielgruppenspezifisch entwickelt -die Therapie erfolgt durch den Einsatz eines Computerspiels, was eine motivierende, freudige Alternative zur konventionellen Therapie darstellen kann [19,[26][27][28]. Umsetzungsbeispiele geben [29][30][31][32][33].…”
Section: Sensor-gestützte Rehabilitationunclassified
“…Serious games have demonstrated transient effects and benefits towards elderly well-being. Games have been developed for both physical [3][4][5][6][7] and mental/cognitive well-being [8][9][10][11]. Although serious games can be a valuable option for prevention and rehabilitation, further research is needed to evaluate which settings support long-term motivation and engagement of older people in serious games [2].…”
Section: Introductionmentioning
confidence: 99%