2020
DOI: 10.3390/s20216045
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Flexible Virtual Reality System for Neurorehabilitation and Quality of Life Improvement

Abstract: As life expectancy is mostly increasing, the incidence of many neurological disorders is also constantly growing. For improving the physical functions affected by a neurological disorder, rehabilitation procedures are mandatory, and they must be performed regularly. Unfortunately, neurorehabilitation procedures have disadvantages in terms of costs, accessibility and a lack of therapists. This paper presents Immersive Neurorehabilitation Exercises Using Virtual Reality (INREX-VR), our innovative immersive neuro… Show more

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Cited by 31 publications
(42 citation statements)
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“…As much as payment and personal information are widely used in Metaverse, a game based on blockchain technology has been proposed [52]. Hide and Seek is a simple yet effective simulation environment for multi-agent work that uses visual representations of objects and scenes from an egocentric perspective [210][211][212][213]. Baker et al [210] found that agents create a self-supervised automation curriculum that drives new strategies of multiple stages in a multi-agent competitive environment (i.e., hide and seek).…”
Section: ) Gamementioning
confidence: 99%
See 1 more Smart Citation
“…As much as payment and personal information are widely used in Metaverse, a game based on blockchain technology has been proposed [52]. Hide and Seek is a simple yet effective simulation environment for multi-agent work that uses visual representations of objects and scenes from an egocentric perspective [210][211][212][213]. Baker et al [210] found that agents create a self-supervised automation curriculum that drives new strategies of multiple stages in a multi-agent competitive environment (i.e., hide and seek).…”
Section: ) Gamementioning
confidence: 99%
“…Baker et al [210] found that agents create a self-supervised automation curriculum that drives new strategies of multiple stages in a multi-agent competitive environment (i.e., hide and seek). Stanica et al [213] Introduced Neurorehabilitation Exercises Using Virtual Reality (INREX-VR), an immersive neurorehabilitation system using virtual reality. They capture real-time user movements in gamified environments and execute complex movements to encourage self-improvement and competition.…”
Section: ) Gamementioning
confidence: 99%
“…Here, a formula is used to evaluate the clustering characteristics of the feature quantity, where P(O (m) |λ) is the number of clusters; P m is the total number of hitting action categories; β (m) t Represents the number of actions of class t recognized as class m, and the formula α (m) t represents the average clustering characteristic value. e recognition process of badminton action is to extract the observation sequence of the current hitting action through the preprocessing algorithm as is the input of each established hitting action hidden Markov model and use the Viterbi algorithm to obtain the occurrence probability of the best state sequence of the current hitting action under each model [11]. e recognition result of the present observation sequence is the striking action that corresponds to the model with the highest likelihood of producing the desired output result.…”
Section: Badminton Athlete's Step Training Management Modelmentioning
confidence: 99%
“…Therefore, VR allows participants to experience simulated digital realities similar to those of physical reality, thus creating scenarios that are impossible to experience in the real world [4]. This newly created technology is increasingly applied in various areas of life, such as industry [5], medicine, rehabilitation and healthcare [6][7][8][9][10][11] or education [12,13]. The potential of this technology has also recently been noticed in the context of health-promoting physical activity [14][15][16][17][18], its application for physical education [19], cognitive functions training [20,21], as well as various applications in sport, among which virtual training and performance analysis are the most frequently quoted [22,23].…”
Section: Introductionmentioning
confidence: 99%