2018
DOI: 10.1007/s11042-018-5730-1
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VRheab: a fully immersive motor rehabilitation system based on recurrent neural network

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Cited by 38 publications
(32 citation statements)
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“…Correct evaluations by the algorithms reported above can provide countless advantages in terms of maintenance and hazard determination. Even in hand and body rehabilitation, as shown in References [ 4 , 5 , 6 ], last few years have seen the proliferation of vision-based systems able to provide measurements and predictions about the recovery degree of lost skills by patients affected with strokes and degenerative diseases. The first work focused on a hand skeleton model together with pose estimation and tracking algorithms both to determine palm and fingers pose estimation and to track their movements during a rehabilitation exercise.…”
Section: Introductionmentioning
confidence: 99%
“…Correct evaluations by the algorithms reported above can provide countless advantages in terms of maintenance and hazard determination. Even in hand and body rehabilitation, as shown in References [ 4 , 5 , 6 ], last few years have seen the proliferation of vision-based systems able to provide measurements and predictions about the recovery degree of lost skills by patients affected with strokes and degenerative diseases. The first work focused on a hand skeleton model together with pose estimation and tracking algorithms both to determine palm and fingers pose estimation and to track their movements during a rehabilitation exercise.…”
Section: Introductionmentioning
confidence: 99%
“…Among the various types of rehabilitation, neurocognitive rehabilitation seems to be the one that could benefit most from the use of virtual environments with a high level of interaction [28][29][30]. For this reason, and on the basis of our previous experiences in hand and body motor rehabilitation based on virtual environments [31][32][33][34], in this paper a tool for immersive neurocognitive rehabilitation is presented. Notice that, even if the tool proposed in this paper inherits technical and theoretical experiences from the just cited systems, with respect to them, and more importantly, with respect to the current state-of-the-art, it presents totally re-designed and re-developed architecture and modules.…”
Section: Introductionmentioning
confidence: 99%
“…Similarly to the works in [33,34], the proposed tool is based on the immersive virtual reality. But, unlike all our previous works [31][32][33][34], it is specifically designed for neurocognitive rehabilitation, thus providing a new set of serious games based on a different paradigm; • Unlike the current state-of-the-art, the tool allows us to create 3D environments both automatically (i.e., by using a planimetry) and manually (i.e., created ad-hoc by a therapist).…”
mentioning
confidence: 99%
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“…The proposed applications of gesture recognition include intelligent wheelchairs [5], interactive presentation systems [6], automatic user state recognition for television control systems [7], and robot-assisted living [8]. There are two main types of hand gesture recognition: vision-based [9][10][11][12] and inertial sensor-based [13][14][15]. The former is used for 3D recognition in large systems such as image processing and the latter is commonly used to estimate real-time gait cycles and recognize hand gestures [16].…”
Section: Introductionmentioning
confidence: 99%