2006 International Workshop on Virtual Rehabilitation 2006
DOI: 10.1109/iwvr.2006.1707518
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Low-cost Virtual Rehabilitation of the Hand for Patients Post-Stroke

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Cited by 111 publications
(34 citation statements)
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“…In the meantime, rehabilitation practice could use game consoles that operate under telerehabilitation conditions (to ensure monitoring and data collection at home), and are able to run games designed from the start for therapeutic use. Morrow and colleagues adapted an Xbox and a P5 glove [23] for hand rehabilitation [24]. Drawbacks of this earlier attempt were the limited computing power of the first-generation Xbox, an unreliable sensing glove, and the expense of hardware modifications needed to run the Linux operating system (OS).…”
Section: Feasibility Of Modified Remotely Monitoredmentioning
confidence: 99%
“…In the meantime, rehabilitation practice could use game consoles that operate under telerehabilitation conditions (to ensure monitoring and data collection at home), and are able to run games designed from the start for therapeutic use. Morrow and colleagues adapted an Xbox and a P5 glove [23] for hand rehabilitation [24]. Drawbacks of this earlier attempt were the limited computing power of the first-generation Xbox, an unreliable sensing glove, and the expense of hardware modifications needed to run the Linux operating system (OS).…”
Section: Feasibility Of Modified Remotely Monitoredmentioning
confidence: 99%
“…Other studies went further and modified a Wii Remote controller to control a game used in the rehabilitation of wrist flexion and extension [4]. Custom made games for other consoles such as the Microsoft XBOX and Sony Playstation 3 have been used in the rehabilitation of post-stroke patients [13] and children with hemiplegia [11].…”
Section: Introductionmentioning
confidence: 99%
“…Due to the diversity of available VR systems, ranging from the originally produced for domestic use (Morrow, Docan, Burdea, & Merians, 2006;Yavuzer, Senel, Atay, & Stam, 2008) (usually known as consoles) to the ones developed specifically for therapeutic goals, developing a protocol to classify VR system demands can aid in the choice of an appropriate VR-based task to each user's needs.…”
Section: Assessment Protocol For Virtual Reality | 51mentioning
confidence: 99%