Research Article
A Game-Based Solution for In-Home Rehabilitation
246 downloads
@INPROCEEDINGS{10.1007/978-3-319-19656-5_17, author={Silvia Gabrielli and Rosa Maimone and Cristina Costa and Antonio Ascolese and Johanna Jonsdottir and Wolfhard Klein and Gabriel Bendersky}, title={A Game-Based Solution for In-Home Rehabilitation}, proceedings={Internet of Things. User-Centric IoT. First International Summit, IoT360 2014, Rome, Italy, October 27-28, 2014, Revised Selected Papers, Part I}, proceedings_a={IOT360}, year={2015}, month={7}, keywords={Serious games Motor-cognitive rehabilitation Patient-centred design Professional clients}, doi={10.1007/978-3-319-19656-5_17} }
- Silvia Gabrielli
Rosa Maimone
Cristina Costa
Antonio Ascolese
Johanna Jonsdottir
Wolfhard Klein
Gabriel Bendersky
Year: 2015
A Game-Based Solution for In-Home Rehabilitation
IOT360
Springer
DOI: 10.1007/978-3-319-19656-5_17
Abstract
This paper presents initial concepts from the REHAB@HOME project investigating the patient-centered design of game environments aimed to raising patients’ motivation and compliance with motor-cognitive rehabilitation programs. During the initial phase of the project a patient’s client was developed to deploy five rehabilitation games through main gaming platforms and interaction devices (Kinect, LeapMotion, Sifteo Cubes). Also, a professional client was designed to enable clinicians the remote monitoring of patients’ progress in home settings. We discuss main features developed for both clients that can inform the future realization of game-based solutions for upper body rehabilitation programs.
Copyright © 2014–2024 ICST