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...

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Bibliographic Details
Published inInternet of Things. User-Centric IoT pp. 112 - 117
Main Authors Gabrielli, Silvia, Maimone, Rosa, Costa, Cristina, Ascolese, Antonio, Jonsdottir, Johanna, Klein, Wolfhard, Bendersky, Gabriel
Format Book Chapter
LanguageEnglish
Published Cham Springer International Publishing
SeriesLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
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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