A Game-Based Solution for In-Home Rehabilitation
This paper presents initial concepts from the REHAB@HOME project investigating the patient-centered design of game environments aimed to raising patients’ motivation and compliance with motor-cognitive rehabilitation programs. During the initial phase of the project a patient’s client was developed...
Saved in:
Published in | Internet of Things. User-Centric IoT pp. 112 - 117 |
---|---|
Main Authors | , , , , , , |
Format | Book Chapter |
Language | English |
Published |
Cham
Springer International Publishing
|
Series | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering |
Subjects | |
Online Access | Get full text |
Cover
Loading…
Summary: | This paper presents initial concepts from the REHAB@HOME project investigating the patient-centered design of game environments aimed to raising patients’ motivation and compliance with motor-cognitive rehabilitation programs. During the initial phase of the project a patient’s client was developed to deploy five rehabilitation games through main gaming platforms and interaction devices (Kinect, LeapMotion, Sifteo Cubes). Also, a professional client was designed to enable clinicians the remote monitoring of patients’ progress in home settings. We discuss main features developed for both clients that can inform the future realization of game-based solutions for upper body rehabilitation programs. |
---|---|
ISBN: | 9783319196558 3319196553 |
ISSN: | 1867-8211 1867-822X |
DOI: | 10.1007/978-3-319-19656-5_17 |