<p class="AbstractBodyText">The objective of this study was to determine the feasibility of a 6-week, game-based, in-home telerehabilitation exercise program using the Microsoft Kinect® for individuals with chronic stroke. Four participants with chronic stroke completed the intervention based on games designed with the customized Mystic Isle software. The games were tailored to each participant’s specific rehabilitation needs to facilitate the attainment of individualized goals determined through the Canadian Occupational Performance Measure. Likert scale questionnaires assessed the feasibility and utility of the game-based intervention. Supplementary clinical outcome data were collected. All participants played the games with moderately hi...
This paper describes the development of a serious-game-based rehabilitation system aimed at encourag...
Introduction Stroke is one of the main causes of physical disability in which doing frequent and ear...
In recent years, virtual reality (VR) became more and more important in rehabilitation of upper extr...
The objective of this study was to determine the feasibility of a 6-week, game-based, in-home telere...
Background: Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become incr...
Traditional rehabilitation is a tedious task which typically reduces the patient’s motivation to per...
Stroke rehabilitation is a challenging process which requires intensive treatments which are time co...
Stroke is the most common cause of long-Term disability of adults in developed countries. Continuous...
Stroke is a major cause of disability worldwide. For rehabilitation to be effective, it must be earl...
AbstractThe purpose of this study was to develop a digital game system for rehabilitation and to ass...
The goals of rehabilitation are to improve function and gain as much independence as possible. As ...
Successful stroke rehabilitation relies on early, long-term, repetitive and intensive treatment. Rep...
The recent availability of advanced video game interfaces (such as the Microsoft Kinect, the Nintend...
Abstract Background Impairment of upper extremity function is a common outcome following stroke, to ...
Stroke is the leading cause of long term disability among adults in industrialized nations. The majo...
This paper describes the development of a serious-game-based rehabilitation system aimed at encourag...
Introduction Stroke is one of the main causes of physical disability in which doing frequent and ear...
In recent years, virtual reality (VR) became more and more important in rehabilitation of upper extr...
The objective of this study was to determine the feasibility of a 6-week, game-based, in-home telere...
Background: Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become incr...
Traditional rehabilitation is a tedious task which typically reduces the patient’s motivation to per...
Stroke rehabilitation is a challenging process which requires intensive treatments which are time co...
Stroke is the most common cause of long-Term disability of adults in developed countries. Continuous...
Stroke is a major cause of disability worldwide. For rehabilitation to be effective, it must be earl...
AbstractThe purpose of this study was to develop a digital game system for rehabilitation and to ass...
The goals of rehabilitation are to improve function and gain as much independence as possible. As ...
Successful stroke rehabilitation relies on early, long-term, repetitive and intensive treatment. Rep...
The recent availability of advanced video game interfaces (such as the Microsoft Kinect, the Nintend...
Abstract Background Impairment of upper extremity function is a common outcome following stroke, to ...
Stroke is the leading cause of long term disability among adults in industrialized nations. The majo...
This paper describes the development of a serious-game-based rehabilitation system aimed at encourag...
Introduction Stroke is one of the main causes of physical disability in which doing frequent and ear...
In recent years, virtual reality (VR) became more and more important in rehabilitation of upper extr...