2015
DOI: 10.1016/j.procs.2015.12.233
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Rehabilitation Using Kinect-based Games and Virtual Reality

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Cited by 69 publications
(28 citation statements)
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“…An experiment that consists of assessing the accuracy of the Kinect by comparison to an accelerometer shows a percentage of correlation between the two sensors equal to 96% [4]. An avatar evolving in a serious game is usually used to motivate the users to regularly practice their therapeutic exercises [10]. This gamification approach is also applied for physical exercises, such as Tai Chi [11].…”
Section: Related Workmentioning
confidence: 99%
“…An experiment that consists of assessing the accuracy of the Kinect by comparison to an accelerometer shows a percentage of correlation between the two sensors equal to 96% [4]. An avatar evolving in a serious game is usually used to motivate the users to regularly practice their therapeutic exercises [10]. This gamification approach is also applied for physical exercises, such as Tai Chi [11].…”
Section: Related Workmentioning
confidence: 99%
“…To enhance the playing experience and motivation, various high quality graphic implementations can be found, mostly using Unity 3D [15,25,27], in one case Blender [12]. “Kinect-o-Therapy” [15] is a complex environment consisting of four mini-games, which are gamified versions of the generally prescribed exercises for arms and body.…”
Section: Introductionmentioning
confidence: 99%
“…Existe otra tecnología, la realidad aumentada, que permite modelar el movimiento de las personas y generar retroalimentación visual de las tareas realizadas (18). Los ambientes de realidad virtual utilizan la integración sensorial y la actividad cognitiva durante la ejecución de la tarea motora (19) a través de estrategias como la imaginación, la interacción con el ambiente virtual y la inmersión.…”
Section: Entrenamiento Motorunclassified