“…From engineering to clinical applications, and from traslational research to neuroergonomics; we have contributed with controllers for arm and finger exercising , different artificial intelligence based adaptation algorithms to make the therapy adjusts to the changing needs of the patient as well as learning instructions from the therapist (Ávila-Sansores et al, 2013), a compensation detection algorithm that can ensure trunk compensation is avoided (Sucar et al, 2009), an initial set of necessary design criteria for serious games development in VR (Oropeza Salas, 2012), a set of serious games formulated capitalizing on these design principles (Oropeza Salas, 2012;Sucar et al, 2013), clinical evidence of the validity of the technique as compared to occupational therapy (Sucar et al, 2010), and an initial picture of how the brain responds to VR in terms of functional reorganization strategies . In parallel to this research efforts, we have been developing the platform Gesture Therapy (GT) (Sucar et al, 2010;Sucar et al, 2013), the practical realization of all the knowledge we have been gathering. Of course, the field of neurorehabilitation is still in its infancy with rehabilitation treatments having a disappointingly modest effect on impairment (Krakauer et al, 2012) and thus the journey has just begun.…”