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.
CITATION STYLE
Gabrielli, S., Maimone, R., Costa, C., Ascolese, A., Jonsdottir, J., Klein, W., & Bendersky, G. (2015). A game-based solution for in-home rehabilitation. In Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST (Vol. 150, pp. 112–117). Springer Verlag. https://doi.org/10.1007/978-3-319-19656-5_17
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