We present a non-immersive virtual reality (VR) system for the rehabilitation of children with Cerebral Palsy (CP). Our objective is to encourage and motivate children to improve their limb motor control while play- ing a game. Two tasks are available : (1) intercepting or (2) to catching / releasing moving objects using a Kinect sensor. These tasks are achieved via the control of a virtual character placed in a virtual island. A control-display ratio is used to virtually increase the child workspace allowing him/her to reach all the approaching objects. In addition, a dynamic difficulty adjustment (DDA) is used to keep a good motivation level. Furthermore, a virtual coach is provided to support and congratulate the children. Twenty healthy ...
The use of virtual devices during motor functions interventions may facilitate the role of therapist...
How to motivate children (patients) to perform their exercises during rehabilitation or at home? Thi...
International audienceIntroduction. Serious games (SG) combined with virtual or augmented reality te...
Children with cerebral palsy suffer from primary abnormalities that affect their ability to control ...
Virtual reality (VR) is a computer technology that artificially generates sensory information in a f...
This paper presents a single-subject feasibility study of a motion-based VR game designed to provide...
Background: Rehabilitation programs for children with cerebral palsy (CP) aim to improve their motor...
Introduction: Cerebral palsy affects 17 million people worldwide; in France, it affects 4 births per...
Background and Purpose Virtual reality (VR) creates an exercise environment in which the intensity o...
Objectives: It was aimed to analyze effect of virtual reality (VR) games on gross motor function of ...
Objective. The purpose of this pilot study was to determine whether Super Pop VR, a low-cost virtual...
Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on b...
ABSTRACT Children with cerebral palsy (CP) commonly perceive themselves different from their typical...
AbstractOBJECTIVETo verify the effect of an intervention protocol using virtual reality (VR) on the ...
Objectives: Virtual reality is a new technology that has been recently used for different purposes i...
The use of virtual devices during motor functions interventions may facilitate the role of therapist...
How to motivate children (patients) to perform their exercises during rehabilitation or at home? Thi...
International audienceIntroduction. Serious games (SG) combined with virtual or augmented reality te...
Children with cerebral palsy suffer from primary abnormalities that affect their ability to control ...
Virtual reality (VR) is a computer technology that artificially generates sensory information in a f...
This paper presents a single-subject feasibility study of a motion-based VR game designed to provide...
Background: Rehabilitation programs for children with cerebral palsy (CP) aim to improve their motor...
Introduction: Cerebral palsy affects 17 million people worldwide; in France, it affects 4 births per...
Background and Purpose Virtual reality (VR) creates an exercise environment in which the intensity o...
Objectives: It was aimed to analyze effect of virtual reality (VR) games on gross motor function of ...
Objective. The purpose of this pilot study was to determine whether Super Pop VR, a low-cost virtual...
Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on b...
ABSTRACT Children with cerebral palsy (CP) commonly perceive themselves different from their typical...
AbstractOBJECTIVETo verify the effect of an intervention protocol using virtual reality (VR) on the ...
Objectives: Virtual reality is a new technology that has been recently used for different purposes i...
The use of virtual devices during motor functions interventions may facilitate the role of therapist...
How to motivate children (patients) to perform their exercises during rehabilitation or at home? Thi...
International audienceIntroduction. Serious games (SG) combined with virtual or augmented reality te...