2011 Third International Conference on Games and Virtual Worlds for Serious Applications 2011
DOI: 10.1109/vs-games.2011.32
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Animation of 3D Avatars for Rehabilitation of the Upper Limbs

Abstract: The paper presents a 3D Virtual Environment (VE)\ud for neurorehabilitation of the upper limb. Patients move one\ud of their arms trying to simulate concrete daily actions, such\ud as grasping a bottle, opening a door or putting a book on a\ud shelve. They wear a special garment that integrates four inertial\ud sensors providing in real time information on the orientation of\ud the patient’s shoulder, elbow and wrist. The VE is a complete\ud scenario integrating all the objects needed to perform virtually\ud t… Show more

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Cited by 14 publications
(16 citation statements)
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“…Our results show that virtual reality has been commonly used within the included studies (three studies [37–39] in 2010, two [45, 46] in 2011, one [56] in 2013, three [62, 67, 68] in 2014 and one [69] in 2015). Further to using a computer screen as a visual feedback display, the emergence of smartphones is reflected on the number of the systems providing feedback on smartphones: 0 in 2010–2012, two [54, 58] in 2013, five [59, 60, 63, 64, 66] in 2014, four [70, 72–74] in 2015 and two [76, 77] in 2016.…”
Section: Resultsmentioning
confidence: 71%
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“…Our results show that virtual reality has been commonly used within the included studies (three studies [37–39] in 2010, two [45, 46] in 2011, one [56] in 2013, three [62, 67, 68] in 2014 and one [69] in 2015). Further to using a computer screen as a visual feedback display, the emergence of smartphones is reflected on the number of the systems providing feedback on smartphones: 0 in 2010–2012, two [54, 58] in 2013, five [59, 60, 63, 64, 66] in 2014, four [70, 72–74] in 2015 and two [76, 77] in 2016.…”
Section: Resultsmentioning
confidence: 71%
“…)[4, 40, 44, 48, 50, 60, 6365, 72, 75, 77, 79]3D model of limb or human body or structure[37, 41, 43, 46, 53, 56, 68–70]Game[42, 45, 59, 62, 66, 67]HapticVibrotactile display[51, 52, 57, 61]AuditoryMusical pattern[78]Multi-modal[3, 38, 39, 47, 49, 54, 55, 58, 71, 73, 74, 76] …”
Section: Resultsmentioning
confidence: 99%
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“…The observational data of a motion is often allocated to this channel in such a way that a user can have a visual reference by which to compare his or her motion to the ideal trajectory or posture [57]. Research on visual feedback has utilized the real-time projections of a user [68], a trainer/expert [69], and both simultaneously [70].…”
Section: Videomentioning
confidence: 99%
“…In recent years, we have seen growing interest in serious game or gamification, where game thinking and game mechanics are used in non-game contexts such as to improve user engagement in learning and training [14], [15]. For example, in their work on stand-up rehabilitation, Matsukuma et al developed a game that markedly improves patient motivation and persistence to do the rehabilitation exercise which is strongly recommended [3].…”
Section: A Relevant Researchmentioning
confidence: 99%