2019 International Symposium on Medical Robotics (ISMR) 2019
DOI: 10.1109/ismr.2019.8710184
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A Novel Task-Specific Upper-Extremity Rehabilitation System with Interactive Game-Based Interface for Stroke Patients

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Cited by 8 publications
(4 citation statements)
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References 24 publications
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“…It also provides a means for clinicians to evaluate the extent to which a certain technology (or technologies) addresses the needs of patients comprehensively and how it can be incorporated into patient care workflows. This may require closer collaboration between healthcare providers and industry and would be helpful to bear in mind, as new systems are being prototyped 44,45 and evaluated for real-world use.…”
Section: Discussionmentioning
confidence: 99%
“…It also provides a means for clinicians to evaluate the extent to which a certain technology (or technologies) addresses the needs of patients comprehensively and how it can be incorporated into patient care workflows. This may require closer collaboration between healthcare providers and industry and would be helpful to bear in mind, as new systems are being prototyped 44,45 and evaluated for real-world use.…”
Section: Discussionmentioning
confidence: 99%
“…Adherence to EM protocols can be improved through gamification: it encourages patients motivation, and hence, better loyalty in treatments is achieved [62]. Game-based rehabilitation is also explored in [63], where patients have to handle a cup and achieve milestones with it while controlling the movement they make with their arm. In [64], a set of sensors detect the movement of the feet, and this translates into the interaction in a game that works on a tablet.…”
Section: Integrating Proposals From the Rehabilitation Areamentioning
confidence: 99%
“…Thus, the scenario varied depending on the part of the upper extremity that was targeted. Nevertheless, it is evident that in the case of attempts that belong to hardware development, the purpose is focused on more specific (fine) movements (ie, accuracy of the movement achieved in object placement), with noticeable interest in the force that the user exerts [13,47,[54][55][56][57][58][59][60][61]. Moreover, another class of game type is the time (ie, completion time of the tasks).…”
Section: Game Targetmentioning
confidence: 99%
“…Overall, 17.8%(30/169) of the studies included webcams and cameras in their systems. Half of them [8,[29][30][31]33,34,37,55,90,94,[111][112][113][114][115] used only webcams in an attempt to create a home-based and easy-to-use patient system. The other half used either simple cameras [36] or cameras combined with a marker (ie, glove, card) to track the movement [21,39,116], gaming accessories such as PlayStation controllers [117] and Nintendo Wii remote [89], or a customized exoskeleton glove [118] and an eye tracker [38].…”
Section: Commercial Sensorsmentioning
confidence: 99%