2016
DOI: 10.1007/978-3-319-46669-9_74
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Serious Game and Wearable Haptic Devices for Neuro Motor Rehabilitation of Children with Cerebral Palsy

Abstract: Cerebral palsy (CP) is a group of disorders that affect the development of movement and posture, resulting in limited activities. To optimize pediatric neuro-rehabilitation and to complement conventional occupational therapies, serious game based therapies for upper limb (UL) rehabilitation have been developed or adapted for the pediatric field during recent years. In this work, we present the design and development of UL rehabilitation scenario for CP patients, based on Serious Games (SG) and enhanced by imme… Show more

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Cited by 14 publications
(9 citation statements)
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“…Eleven articles (8)(9)(10)(11)(12)(13)(14)(15)(16)(17)(18) concerned feasibility studies on gaming technologies in pediatric neurorehabilitation. Most of them were based on a single session experiment.…”
Section: Feasibility Studies: Commercial Consoles and Ad-hoc Gaming Technologymentioning
confidence: 99%
See 2 more Smart Citations
“…Eleven articles (8)(9)(10)(11)(12)(13)(14)(15)(16)(17)(18) concerned feasibility studies on gaming technologies in pediatric neurorehabilitation. Most of them were based on a single session experiment.…”
Section: Feasibility Studies: Commercial Consoles and Ad-hoc Gaming Technologymentioning
confidence: 99%
“…In particular, Kommalapati and Michmizos (13) developed a videogame in which the child's movements were recorded and applied to an avatar viewable in 3rd person, with the idea that visual observation of one's own movements is able to activate the "mirror neuron system, " favoring sensorimotor learning. Bortone et al (14,15) combined the use of videogames with a wearable haptic interface: significant differences were found in kinematics parameters recorded in a single session among children with cerebral palsy (CP), developmental dyspraxia, typical development, and also healthy adults. The importance of these wearable devices for differentiating between physiological and compensatory movements was demonstrated also in another study using the YouGrabber R on 33 children with brain lesions (16).…”
Section: Feasibility Studies: Commercial Consoles and Ad-hoc Gaming Technologymentioning
confidence: 99%
See 1 more Smart Citation
“…Bortone et al [41][42][43][44] show a series of works related to serious games and wearable haptic devices for rehabilitation. They have several scenarios Immersive Virtual Environments (VE) with Head Mounted Display (HMD) devices and Wearable Haptic Devices for the rehabilitation of upper limb in children with Cerebral Palsy (CP) and Developmental Dyspraxia (DD).…”
Section: Related Workmentioning
confidence: 99%
“…W EARABLE haptic devices have shown promising results in the fields of robotic teleoperation [1], [2], rehabilitation [3], guidance [4], [5], and gaming [6], [7]. They can be easily worn by the human user and are able to provide effective, rich, localized, and private stimuli.…”
Section: Introductionmentioning
confidence: 99%