2023
DOI: 10.1186/s12984-023-01163-2
|View full text |Cite
|
Sign up to set email alerts
|

Patients’ physiological reactions to competitive rehabilitation therapies assisted by robotic devices

Abstract: Background The aging of the population and the progressive increase in life expectancy in developed countries is leading to a high incidence of cerebrovascular diseases. Several studies have demonstrated that robot-assisted rehabilitation therapies combined with serious games can improve rehabilitation outcomes. Social interaction in the form of multiplayer games has been highlighted as a potential element to increase patient’s motivation and exercise intensity, which professionals have describ… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
0
0

Year Published

2023
2023
2025
2025

Publication Types

Select...
4
1
1

Relationship

0
6

Authors

Journals

citations
Cited by 10 publications
(2 citation statements)
references
References 53 publications
0
0
0
Order By: Relevance
“…Consequently, within the field of rehabilitation robotics, there has been a growing interest in integrating gamified VR solutions to enhance stimulation, interaction, and movement during the rehabilitation process. These VR solutions tipically utilize non-immersive technologies, such as computer or tablet screens, to present visual and cognitive stimuli through gamified 2D environments and thus promote rehabilitation for various body parts including the hand [25,26], ankle [27], elbow [23] or upper limb [13,22]. While non-immersive VR solutions offer advantages such as ease of use, portability, cost-effectiveness, and reduced motion sickness, they may also result in limited immersion and realism, as well as constraints on range of motion and potential distractions.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Consequently, within the field of rehabilitation robotics, there has been a growing interest in integrating gamified VR solutions to enhance stimulation, interaction, and movement during the rehabilitation process. These VR solutions tipically utilize non-immersive technologies, such as computer or tablet screens, to present visual and cognitive stimuli through gamified 2D environments and thus promote rehabilitation for various body parts including the hand [25,26], ankle [27], elbow [23] or upper limb [13,22]. While non-immersive VR solutions offer advantages such as ease of use, portability, cost-effectiveness, and reduced motion sickness, they may also result in limited immersion and realism, as well as constraints on range of motion and potential distractions.…”
Section: Related Workmentioning
confidence: 99%
“…The literature indicates a growing interest in integrating gamified VR applications into robot-assisted rehabilitation therapies. However, most developments have been non-immersive, utilizing conventional graphical displays like computer monitors [13]. To our knowledge, none of these applications have been fully or partially immersive through the use of Head Mounted Displays (HMDs).…”
Section: Introductionmentioning
confidence: 99%