2014 IEEE 3nd International Conference on Serious Games and Applications for Health (SeGAH) 2014
DOI: 10.1109/segah.2014.7067071
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Serious games for assessment and rehabilitation of ankle movements

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Cited by 16 publications
(15 citation statements)
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“… SEA-based Robotic Platform for Ankle Rehabilitation (SRPAR). (A) Platform (Gonçalves et al, 2014 ). (B) Squematic model.…”
Section: System Description and Modelingmentioning
confidence: 99%
See 1 more Smart Citation
“… SEA-based Robotic Platform for Ankle Rehabilitation (SRPAR). (A) Platform (Gonçalves et al, 2014 ). (B) Squematic model.…”
Section: System Description and Modelingmentioning
confidence: 99%
“…Robotic-assisted therapy is a promising field for the development of rehabilitation tasks. Among the advantages offered by robotic devices are uniformity in the repetition of long-time routines, reliable records of measured variables, and motivation for the patient's participation using interactive environments like serious games (Lum et al, 2002 ; Chang and Kim, 2013 ; Gonçalves et al, 2014 ). However, the fact that these robots interact with humans during therapeutic movement, they require a high degree of security and reliability.…”
Section: Introductionmentioning
confidence: 99%
“…As can be inferred from the examples parallel mechanisms are ideal for ankle joint actuation as the addition of DoF does not result in a vastly increased device inertia due to having grounded motors and the ankle joint does not require a large workspace. Relatively simpler ankle tilt platforms were also used in VR based studies like serious games [7] for rehabilitation or studying human postural control [1].…”
Section: Introductionmentioning
confidence: 99%
“…Another obstacle for neuromotor rehabilitation that should be addressed is the motivation issue: the prescribed exercises are typically based on lengthy and monotonous repetition, which may quickly become tedious, discouraging or even being uncomfortable to impaired patients, whose commitment plays a key role in proper recovery (HOGAN et al, 2006;HOGAN, 2014). Gamification can help as a way to rate and reward treated subjects for their achievements, thus keeping interest and engagement throughout the treatment (GONÇALVES et al, 2014;SCHÄTTIN, et al, 2018). Those games intended for goals beyond player's enjoyment, like functional training, are classified as serious games (ANDRADE et al, 2013).…”
Section: Serious Games For Rehabilitationmentioning
confidence: 99%
“…When computers with graphical capabilities are available, virtual reality (VR) serves as a tool for serious games by presenting motor tasks and performance assessment in an intuitive audiovisual format, instigating and reacting to user's actions (ANDRADE et al, 2013;GONÇALVES et al, 2014;PRAHM et al, 2017). Also, their algorithms can integrate automatic difficulty adaptation to increase training intensity as the player improves (BAUR; WOLF, et al, 2017;.…”
Section: Serious Games For Rehabilitationmentioning
confidence: 99%