DOI: 10.17488/rmib.37.3.8
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Upper limb rehabilitation with virtual environments: a review

Abstract: RESUMENEn este artículo se presentan los resultados de un proceso de revisión bibliográfica sobre rehabilitación de miembro superior basada en ambientes virtuales. El estudio parte de los siguientes interrogantes sobre el estado actual del conocimiento en el área mencionada: ¿cómo inciden los entornos virtuales frente a la rehabilitación tradicional?, ¿qué métricas de desempeño se han aplicado en la rehabilitación virtual de miembro superior? y ¿qué dispositivos hardware se utilizan en rehabilitación virtual?.… Show more

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Cited by 4 publications
(3 citation statements)
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“…Various technologies are used to provide patients and professionals with reliable forms of evaluation and effective treatments [4]. For instance, the use of virtual reality during treatment can provide a fun environment for patients [5,6]. Virtual reality may use multiple devices such as glasses, game consoles, immersion systems, applications for tablets and smartphones, gloves, exoskeletons, tele-rehabilitation systems, and more [7,8].…”
Section: Introductionmentioning
confidence: 99%
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“…Various technologies are used to provide patients and professionals with reliable forms of evaluation and effective treatments [4]. For instance, the use of virtual reality during treatment can provide a fun environment for patients [5,6]. Virtual reality may use multiple devices such as glasses, game consoles, immersion systems, applications for tablets and smartphones, gloves, exoskeletons, tele-rehabilitation systems, and more [7,8].…”
Section: Introductionmentioning
confidence: 99%
“…Virtual environments can involve representations of the users (ie, avatars), communication skills, the construction of or interaction with 3D objects, and the illusion of space [8]. From the combination of the concepts of virtual reality and rehabilitation, the concept of virtual rehabilitation has emerged, a term initially coined by Thalmann and Burdea [6]. Simulations are defined as learning contexts that attempt to imitate real-life situations [7].…”
Section: Introductionmentioning
confidence: 99%
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