2020
DOI: 10.1007/978-3-030-58820-5_53
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Wearable Device for Immersive Virtual Reality Control and Application in Upper Limbs Motor Rehabilitation

Abstract: Virtual Reality (VR) has been used in several areas such as video games, technical training, movies and teaching. VR-based interventions have also been applied for motor rehabilitation, e.g., to help the patient recovery from disabilities provoked by stroke, cognitive deficit or musculoskeletal problem. VR combined with wearable tracking devices creates new possibilities to apply immersive approaches during motor rehabilitation. This can enhance the health care making it more interesting and pleasant for patie… Show more

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Cited by 4 publications
(6 citation statements)
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“…Regarding the software component of studies, the articles have used MATLAB, Python, Microsoft Visual C# software for processing purposes or designing graphical user interfaces. Only one team of researchers has designed a smartphone app to interact with the proposed wearable system [98].…”
Section: General Wearable Design/performance Studiesmentioning
confidence: 99%
See 2 more Smart Citations
“…Regarding the software component of studies, the articles have used MATLAB, Python, Microsoft Visual C# software for processing purposes or designing graphical user interfaces. Only one team of researchers has designed a smartphone app to interact with the proposed wearable system [98].…”
Section: General Wearable Design/performance Studiesmentioning
confidence: 99%
“…The number of studies indicating home-based functionality or assessment of comfortability of their proposed designs is significantly lower than the two previous sections. Only one study has claimed that their platform has a home-based functional ability [96], and only one study has focused on assessing their system's comfortability [98]. This can be related to the fact that most of these studies have only considered the general assessment aspect of their platform (n = 16), and these features are of more significant concern in more focused research and areas.…”
Section: General Wearable Design/performance Studiesmentioning
confidence: 99%
See 1 more Smart Citation
“…Among the projects aimed at the creation and testing of new technologies for neurorehabilitation, the BRAINN_VR research line is responsible for the areas of development in a) virtual and augmented reality interfaces [1,2,6,8,16,19,20] (immersive and nonimmersive virtual environments) associated with adapted physical activity and context physical and neurofunctional rehabilitation; b) wearable devices for sensing and body recognition associated with the control of virtual environments [3,7,9,12,14,15] (from gestural interaction) and; c) movement analysis solution to quantify the functional evolution and describe the motor behaviour associated with gestural interaction [4,5,17] (KinesiOS software). Figure 2 presents the environment's set-up for carrying out the tests.…”
Section: Introductionmentioning
confidence: 99%
“…It also motivated the subjects to perform rehabilitation exercises. A low-cost wearable device, integrated to VR environments for better rehabilitation process in patients with motor disabilities is presented in [23]. The device translates the movement of the subject's arm into the virtual jigsaw puzzle environment.…”
Section: Introductionmentioning
confidence: 99%