2018 IEEE International Conference on Robotics and Biomimetics (ROBIO) 2018
DOI: 10.1109/robio.2018.8665105
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GAVRe2: Towards Data-Driven Upper-Limb Rehabilitation with Adaptive-Feedback Gamification

Abstract: This paper presents Game Adaptive Virtual Reality Rehabilitation (GAVRe 2), a framework to augment upper limb rehabilitation using Virtual Reality (VR) gamification and haptic robotic manipulator feedback. GAVRe 2 integrates independent systems in a modular fashion, connecting patients with therapists remotely to increase patient engagement during rehabilitation. GAVRe 2 exploits VR capabilities to not only increase the productivity of therapists administering rehabilitation, but also to improve rehabilitation… Show more

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Cited by 11 publications
(7 citation statements)
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References 25 publications
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“…This paper models the scenario described in [16], targeting the data center. To compare the proposed metric to conventional methods, the collected data sequences are classified into their class-labels and visualized.…”
Section: Methodsmentioning
confidence: 99%
“…This paper models the scenario described in [16], targeting the data center. To compare the proposed metric to conventional methods, the collected data sequences are classified into their class-labels and visualized.…”
Section: Methodsmentioning
confidence: 99%
“…According to an analysis of the previously mentioned articles, the GUI is implemented in all of the proposed architecture except for [ 18 , 19 , 35 ]; the EMG sensor is not implemented in the majority of the discussed papers [ 18 , 19 , 30 , 31 , 34 , 36 , 37 ]. Furthermore, there is a discrepancy between the rehabilitation strategies, none of the systems presented are able to offer both the possibility to choose between default exercises and the possibility to create exercises and adapt, i.e., either to follow a pre-defined rehabilitation pathway or to create an exercise that the robot will reproduce.…”
Section: Related Workmentioning
confidence: 99%
“…Um primeiro pontoé o problema de saúde abordado: tratam-se de disfunções motoras, resultado de grandes períodos de internação, disfunções musculares por Acidentes Vasculares Cerebrais (AVCs), ou ainda pela idade avançada do paciente. Uma grande porção dos artigos dedica-se aos movimentos dos membros superiores (50, 5%) [Lai et al 2018, Pereira et al 2019, Bower et al 2015], enquanto que 9, 6% aos membros inferiores e ainda 39, 7% dos trabalhos, a ambos ou outros tipos de movimentação [Grammatikopoulou et al 2019, Desai et al 2016]. Por essa razão,é unanimidade entre os trabalhos encontrados que o jogo construídoé um exergame, ainda que alguns não sejam formalmente conceituados desta maneira.…”
Section: Final Articles Per Year (After Study Selection and Quality Assessment)unclassified
“…Por outro lado, 46% dos trabalhos (43 artigos) trazem abordagens que utilizam sensores que precisam ser acoplados ao paciente, como goniômetros 9 e equipamentos de Eletroencefalograma (EEG) [Lai et al 2018, Rahman et al 2016]. É vantajosa a precisão dos dados capturados, porém estes equipamentos, além de possuírem alto custo e serem de difícil obtenção, precisam ser vestidos no paciente e configurados adequadamente, o que pode causar desconforto e perda da motivação em realizar a atividade.…”
Section: 2unclassified