We present here a novel game engine, designed specifically to guide rehabilitation at home. Besides the classical functionalities: animation, rendering, collision detection and so forth, adaptation to the patient status and monitoring are embedded inside the engine. Moreover, a virtual therapist is also provided that can advice and support the patient throughout the rehabilitation sessions. Some game examples built on this engine are described
Computer games are a promising tool to support rehabilitation at home. It is widely recognized that ...
This paper presents initial concepts and formative evaluation results from a research (REHAB@HOME) i...
In recent years, there has been an increasing trend towards using video games for health application...
Exergames for rehabilitation, both in the physical and cognitive fields, have been the target of muc...
Physical and cognitive rehabilitation under the form of therapeutic videogames has been growing in p...
Computer games are a promising tool to support intensive rehabilitation. However, at present, they d...
The recent availability of advanced video game interfaces (such as the Microsoft Kinect, the Nintend...
We show here how integrating novel natural user interfaces, like Microsoft Kinect, with a fully adap...
Objective: The aim of this article is to describe a game engine that has all the characteristics nee...
This paper presents initial concepts from the REHAB@HOME project investigating the patient-centered ...
Conventional motor rehabilitation therapies followed bystroke survivors during their recovery pr...
Novel gaming devices, like the Nintendo balance board and the Microsoft Kinect, have opened the poss...
It has been reported that 53,000 stroke events annually with ongoing costs are nearly $500 million p...
Stroke is a major cause of disability worldwide. For rehabilitation to be effective, it must be earl...
Abstract—Computer games are a promising tool to support rehabilitation at home. It is widely recogni...
Computer games are a promising tool to support rehabilitation at home. It is widely recognized that ...
This paper presents initial concepts and formative evaluation results from a research (REHAB@HOME) i...
In recent years, there has been an increasing trend towards using video games for health application...
Exergames for rehabilitation, both in the physical and cognitive fields, have been the target of muc...
Physical and cognitive rehabilitation under the form of therapeutic videogames has been growing in p...
Computer games are a promising tool to support intensive rehabilitation. However, at present, they d...
The recent availability of advanced video game interfaces (such as the Microsoft Kinect, the Nintend...
We show here how integrating novel natural user interfaces, like Microsoft Kinect, with a fully adap...
Objective: The aim of this article is to describe a game engine that has all the characteristics nee...
This paper presents initial concepts from the REHAB@HOME project investigating the patient-centered ...
Conventional motor rehabilitation therapies followed bystroke survivors during their recovery pr...
Novel gaming devices, like the Nintendo balance board and the Microsoft Kinect, have opened the poss...
It has been reported that 53,000 stroke events annually with ongoing costs are nearly $500 million p...
Stroke is a major cause of disability worldwide. For rehabilitation to be effective, it must be earl...
Abstract—Computer games are a promising tool to support rehabilitation at home. It is widely recogni...
Computer games are a promising tool to support rehabilitation at home. It is widely recognized that ...
This paper presents initial concepts and formative evaluation results from a research (REHAB@HOME) i...
In recent years, there has been an increasing trend towards using video games for health application...