Gamification and information fusion for rehabilitation: An ambient assisted living case study

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Abstract

Nowadays elders, often find it difficult to keep track of their cognitive and functional abilities required for remaining independent in their homes. Ambient Assisted Living (AAL) are the Ambient Intelligence based technologies for the support of daily activities to elders. Traditional rehabilitation is an example of a common activity elders may require and that usually implies they move to the rehabilitation clinics, which is the main reason for treatment discontinuation. Tele-rehabilitation is a solution that not only may help elders but also their family members and health professionals to monitor elder’s treatment. The purpose of this paper is to present a tele-rehabilitation system that uses the motion-tracking sensor of the Kinect, to allow the elderly users natural interaction, combined with a set of external sensors as a form of input. Data fusion techniques are applied in order to integrate these data for detecting right movements and to monitor elder’s treatment in the rehabilitation process.

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Jiménez Alemán, J., Sanchez-Pi, N., Martí, L., Molina, J. M., & Bicharra García, A. C. (2016). Gamification and information fusion for rehabilitation: An ambient assisted living case study. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9755, pp. 16–25). Springer Verlag. https://doi.org/10.1007/978-3-319-39949-2_2

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