Systematic review of Kinect applications in elderly care and stroke rehabilitation

D Webster, O Celik - Journal of neuroengineering and rehabilitation, 2014 - Springer
Abstract In this paper we present a review of the most current avenues of research into
Kinect-based elderly care and stroke rehabilitation systems to provide an overview of the …

An overview of self-adaptive technologies within virtual reality training

N Vaughan, B Gabrys, VN Dubey - Computer Science Review, 2016 - Elsevier
This overview presents the current state-of-the-art of self-adaptive technologies within virtual
reality (VR) training. Virtual reality training and assessment is increasingly used for five key …

Adaptation in serious games for upper-limb rehabilitation: an approach to improve training outcomes

N Hocine, A Gouaïch, SA Cerri, D Mottet… - User Modeling and User …, 2015 - Springer
In this paper, we propose a game adaptation technique that seeks to improve the training
outcomes of stroke patients during a therapeutic session. This technique involves the …

[HTML][HTML] Serious games for rehabilitation: Gestural interaction in personalized gamified exercises through a recommender system

CS González-González, PA Toledo-Delgado… - Journal of biomedical …, 2019 - Elsevier
One of the principal problems of rehabilitation is that therapy sessions can be boring due the
repetition of exercises. Serious games, and in particular exergames in rehabilitation, can …

Computational intelligence and game design for effective at-home stroke rehabilitation

NA Borghese, M Pirovano, PL Lanzi… - Games for Health …, 2013 - liebertpub.com
Objective: The aim of this article is to describe a game engine that has all the characteristics
needed to support rehabilitation at home. The low-cost tracking devices recently introduced …

The use and effect of video game design theory in the creation of game-based systems for upper limb stroke rehabilitation

N Barrett, I Swain, C Gatzidis… - … of Rehabilitation and …, 2016 - journals.sagepub.com
Upper limb exercise is often neglected during post-stroke rehabilitation. Video games have
been shown to be useful in providing environments in which patients can practise repetitive …

Review of the use of AI techniques in serious games: Decision making and machine learning

M Frutos-Pascual, BG Zapirain - IEEE Transactions on …, 2015 - ieeexplore.ieee.org
The video game market has become an established and ever-growing global industry. The
health of the video and computer games industry, together with the variety of genres and …

Design considerations for a theory-driven exergame-based rehabilitation program to improve walking of persons with stroke

S Wüest, R Van De Langenberg… - European Review of Aging …, 2014 - Springer
Virtual rehabilitation approaches for promoting motor recovery has attracted considerable
attention in recent years. It appears to be a useful tool to provide beneficial and motivational …

The promise and challenge of virtual gaming technologies for chronic pain: the case of graded exposure for low back pain

Z Trost, M Zielke, A Guck, L Nowlin, D Zakhidov… - Pain …, 2015 - Taylor & Francis
Virtual reality (VR) technologies have been successfully applied to acute pain interventions
and recent reviews have suggested their potential utility in chronic pain. The current review …

Player modeling and adaptation methods within adaptive serious games

R Hare, Y Tang - IEEE Transactions on Computational Social …, 2022 - ieeexplore.ieee.org
Serious games (SGs) have emerged in recent years as a key method to augment education
and training. SGs allow players to experience new concepts while exploring engaging …