Internet of Things. User-Centric IoT. First International Summit, IoT360 2014, Rome, Italy, October 27-28, 2014, Revised Selected Papers, Part I

Research Article

A Game-Based Solution for In-Home Rehabilitation

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  • @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
Silvia Gabrielli1,*, Rosa Maimone1,*, Cristina Costa1,*, Antonio Ascolese2,*, Johanna Jonsdottir3,*, Wolfhard Klein4,*, Gabriel Bendersky5,*
  • 1: CREATE-NET
  • 2: Imaginary Srl
  • 3: Fondazione Don Carlo Gnocchi Onlus
  • 4: Neurological Therapeutic Centre Gmundnerberg
  • 5: Edna Pasher Ph.D and Associates, Management Consultants
*Contact email: silvia.gabrielli@create-net.org, rosa.maimone@create-net.org, cristina.costa@create-net.org, giancarlo.bo@i-maginary.it, jjonsdottir@dongnocchi.it, wolfhard.klein@ntgb.at, hadas@pasher.co.il

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.