2008 Virtual Rehabilitation 2008
DOI: 10.1109/icvr.2008.4625148
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A Paediatric Interactive Therapy System for arm and hand rehabilitation

Abstract: A paediatric interactive therapy system for arm and hand rehabilitation Abstract-Paediatric rehabilitation using virtual reality systems pose unique usability challenges distinct from those in adult rehabilitation. These challenges relate to the different epidemiology and aetiology of children's disorders requiring rehabilitation and the physical design of interactive virtual reality hardware for children of varying sizes. Just as importantly, children need highly entertaining interactive scenarios that suit t… Show more

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Cited by 23 publications
(21 citation statements)
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“…With respect to the pathologies that can affect the choice of technology, we identified two different groups with common requirements. First, patients with either neurological problems or general physical disabilities (traumatology) that are subjected to physical rehabilitation require the ability to physically exercise a specific body part [17,18,[24][25][26][27][28][29][30][31], or to perform fine-grained movements [32,33]. For this, they rely on commercial gesture-based consoles such as Nintendo Wii [26,27,30], which has been proven to improve movement abilities in people with motor impairments [34,35]; the Lokomat system [31], which has been found successful at neurological movement rehabilitation [36]; or commercial tactile tablets, under the promise that direct touch capabilities will increase dexterity and muscle tone [33]; but most of the studies analyzed rely on tailor-made controllers, which can provide the most customization for the body part being rehabilitated.…”
Section: Technologiesmentioning
confidence: 99%
“…With respect to the pathologies that can affect the choice of technology, we identified two different groups with common requirements. First, patients with either neurological problems or general physical disabilities (traumatology) that are subjected to physical rehabilitation require the ability to physically exercise a specific body part [17,18,[24][25][26][27][28][29][30][31], or to perform fine-grained movements [32,33]. For this, they rely on commercial gesture-based consoles such as Nintendo Wii [26,27,30], which has been proven to improve movement abilities in people with motor impairments [34,35]; the Lokomat system [31], which has been found successful at neurological movement rehabilitation [36]; or commercial tactile tablets, under the promise that direct touch capabilities will increase dexterity and muscle tone [33]; but most of the studies analyzed rely on tailor-made controllers, which can provide the most customization for the body part being rehabilitated.…”
Section: Technologiesmentioning
confidence: 99%
“…En 2009 Wille, et al 25 desarrollaron un sistema de rehabilitación con protocolos de terapia, compuesto por un guante instrumentado para hacer actividades basadas en realidad virtual, denominado: Sistema pediátrico interactivo de terapia basado en realidad virtual. Además, este sistema es comercializado como YouGrabber por la compañia YouRehab 64 (Interactive Rehabilitation Systems).…”
Section: (Del Inglés: "New Jersey Institute Of Technology Robot-assisunclassified
“…Debido al escaso número de aplicaciones para niños, algunas que han sido desarrolladas para adultos se están utilizando también con población infantil; como son: AMADEO ®20,21 , PABLO ®22 , DIEGO ® , pediatric ARMEO ®23 spring, el sistema YouGrabber 24 y el sistema pediátrico interactivo basado en realidad virtual PITS 25 "Pediatric Interactive Therapy System" por sus siglas en inglés. En general, las primeras aplicaciones en niños tenían el propósito de estudiar la interacción con terapias asistidas por robots [26][27] , con el fin de observar la aceptación por parte del paciente y el terapeuta.…”
Section: Introductionunclassified
“…A complete system for a full body measurements Figure 16. System completed by a 3D model, a GUI and a database (Bonato, 2005;Lorussi, Scilingo et al, 2005;Pyk et al, 2008), and integrating it with ad-hoc created virtual reality environments (Szekely and Satava, 1999).…”
Section: Impact For Hospital Usementioning
confidence: 99%