Commercial activity-promoting gaming systems provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary gamers and also be an effective tool to aid rehabilitation in clinical settings. Therefore, the aim of this current work is to review the growing area of activity-promoting gaming in the context of exercise, injury, and rehabilitation
This thesis studies the use of off-the-shelf motion sensing technology in physical therapy rehabilit...
In this work, the design and implementation of a "wiimote " based game system for rehabili...
Abstract—This study aimed to compare the effectiveness and usability of using conventional devices, ...
Exergames or active video games are video games with interfaces that require active involvement and ...
The aim of this paper was to investigate the effect of commercial video games (VGs) in physical reha...
The consumption of gaming technology has recently gain unexpected significance in medical health car...
Visual biofeedback and force plate systems are often used for treatment of balance and mobility diso...
Lack of motivation has been highlighted as a major cause of adverse patients outcomes during the reh...
There is a large global need for rehabilitation, and not enough sufficient methods of delivering it....
This paper presents a wearable motion capture (MoCap)-based serious game (SG) for physical rehabilit...
Background: Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become incr...
Active video games are an emerging genre of electronic games that provide engaging exercise experien...
In this thesis we evaluate the use of Wii, Kinect and Move for use in physical rehabilitation. The g...
Increased physical activity is important for reducing the risk of cardiovascular disease. However, a...
How to motivate children (patients) to perform their exercises during rehabilitation or at home? Thi...
This thesis studies the use of off-the-shelf motion sensing technology in physical therapy rehabilit...
In this work, the design and implementation of a "wiimote " based game system for rehabili...
Abstract—This study aimed to compare the effectiveness and usability of using conventional devices, ...
Exergames or active video games are video games with interfaces that require active involvement and ...
The aim of this paper was to investigate the effect of commercial video games (VGs) in physical reha...
The consumption of gaming technology has recently gain unexpected significance in medical health car...
Visual biofeedback and force plate systems are often used for treatment of balance and mobility diso...
Lack of motivation has been highlighted as a major cause of adverse patients outcomes during the reh...
There is a large global need for rehabilitation, and not enough sufficient methods of delivering it....
This paper presents a wearable motion capture (MoCap)-based serious game (SG) for physical rehabilit...
Background: Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become incr...
Active video games are an emerging genre of electronic games that provide engaging exercise experien...
In this thesis we evaluate the use of Wii, Kinect and Move for use in physical rehabilitation. The g...
Increased physical activity is important for reducing the risk of cardiovascular disease. However, a...
How to motivate children (patients) to perform their exercises during rehabilitation or at home? Thi...
This thesis studies the use of off-the-shelf motion sensing technology in physical therapy rehabilit...
In this work, the design and implementation of a "wiimote " based game system for rehabili...
Abstract—This study aimed to compare the effectiveness and usability of using conventional devices, ...