2017
DOI: 10.1016/j.pmcj.2017.04.006
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Serious game based personalized healthcare system for dysphonia rehabilitation

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Cited by 19 publications
(18 citation statements)
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References 30 publications
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“…Only 41 articles met the criteria explained earlier. Conversely, 80 articles did not meet the criteria because they (i) focus on rehabilitation on body parts different to upper limbs or focus on other types of rehabilitation [25][26][27][28][29][30][31][32][33][34][35][36][37][38][39][40][41][42][43][44] ; (ii) have purposes different to rehabilitation [45][46][47][48][49][50][51] (e.g., measurement of personal performance and development of musical skills); (iii) are editorial notes, reviews, and guidelines to develop serious games 1, ; (iv) are incomplete articles 74 ; (v) are up to three pages in length [75][76][77][78] ; (vi) are not written in English [79][80][81] ; and (vii) are out of the scope of this review. 82 This review includes articles with QualSyst percentages q70%.…”
Section: Resultsmentioning
confidence: 99%
“…Only 41 articles met the criteria explained earlier. Conversely, 80 articles did not meet the criteria because they (i) focus on rehabilitation on body parts different to upper limbs or focus on other types of rehabilitation [25][26][27][28][29][30][31][32][33][34][35][36][37][38][39][40][41][42][43][44] ; (ii) have purposes different to rehabilitation [45][46][47][48][49][50][51] (e.g., measurement of personal performance and development of musical skills); (iii) are editorial notes, reviews, and guidelines to develop serious games 1, ; (iv) are incomplete articles 74 ; (v) are up to three pages in length [75][76][77][78] ; (vi) are not written in English [79][80][81] ; and (vii) are out of the scope of this review. 82 This review includes articles with QualSyst percentages q70%.…”
Section: Resultsmentioning
confidence: 99%
“…Lv et al (2016) used big data analysis technology to analyze the medical and health systems, and improved user experience through 3D stereo virtual reality glasses and immersive head-mounted displays, and at the same time used voice interactive games to provide patients with rehabilitation assistance [73]. Lv et al (2017) designed, developed, repeatedly evaluated, and optimized an auxiliary training tool for the rehabilitation of dysphonia, based on actual clinical needs. This auxiliary tool can collect relevant data from patients through medical sensors, and at the same time play games and conduct voice training under the guidance of clinical therapists, without interference, or allow patients independently perform rehabilitation training at home [74].…”
Section: Prospects Of Intelligence-assisted Rehabilitation Of Wearabl...mentioning
confidence: 99%
“…Where case studies have considered development, such accounts tend to be technical in focus, primarily discussing the software or methods used to develop particular apps (e.g. Lv et al, 2017). Production-focused scholarship is often normative in scope -drawing on case studies of app development to propose principles for effective production of usable, rigorously tested and valid apps, such as employing participatory or design-thinking principles (e.g.…”
Section: Media International Australia 171(1)mentioning
confidence: 99%