Applying Gaming Principles to Virtual Environments for Upper Extremity Therapy Games
Explore this paper's citation graph
- Type
- article
- Published
- 2013-10-13
- Cited by
- 10
- References
- 24
- Access
- Open access
- OpenAlex
- https://openalex.org/W2005902834
- Semantic Scholar
- https://api.semanticscholar.org/CorpusID:1957235
Keywords
Modalities, Rehabilitation, Entertainment, Computer science, Human–computer interaction
References
- Virtual reality environments to enhance upper limb functional recovery in patients with hemiparesis.
- An Exploratory Review of Design Principles in Constructivist Gaming Learning Environments
- The use of virtual reality to improve upper-extremity efficiency skills in children with cerebral palsy: A pilot study
- Activity-promoting gaming systems in exercise and rehabilitation.
- Game Engagement Theory and Adult Learning
- Quantitative evaluation of the Microsoft KinectTM for use in an upper extremity virtual rehabilitation environment
- Automatic analysis of affective postures and body motion to detect engagement with a game companion
- Inpatient versus home-based rehabilitation for older adults with musculoskeletal disorders: a systematic review
- The effects of a `home-based' task-oriented exercise programme on motor and balance performance in children with spastic cerebral palsy and severe traumatic brain injury
- Use of Virtual Reality to Improve Upper-Extremity Control in Children With Cerebral Palsy: A Single-Subject Design
- Enhancing E-Learning Engagement Using Design Patterns from Computer Games
- Using Haptic and Auditory Interaction Tools to Engage Students with Visual Impairments in Robot Programming Activities
- A comparison of a hospital-based and two home-based rehabilitation programmes
- Automated Analysis of Body Movement in Emotionally Expressive Piano Performances
- Educational games (EG) design framework: Combination of game design, pedagogy and content modeling
- Low-cost motion interactive video games in home training for children with cerebral palsy: A kinematic evaluation
- ImAble system for upper limb stroke rehabilitation
- Virtual Reality Based Rehabilitation and Game Technology
- Utilization of auditory cues to enhance therapy for children with cerebral palsy
- Human Anatomy/Physiology 2
Cited by
- Development of an EMG-ACC-Based Upper Limb Rehabilitation Training System
- Serious Games for Wrist Rehabilitation in Juvenile Idiopathic Arthritis
- Lower Limb Rehabilitation in Juvenile Idiopathic Arthritis using Serious Games
- Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review
- Integrating virtual realities and psychotherapy: SWOT analysis on VR and MR based treatments of anxiety and stress-related disorders
- Using RGBD cameras for classifying learning and teacher interaction through postural attitude
- Design Guidelines for a Game-Based Physical Rehabilitation System: Focus Group Study
- Design Guidelines for Game-Based Physical Rehabilitation System: A Focus Group Study (Preprint)
- Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review (Preprint)
- Development of an EMG-ACC-Based Upper Limb Rehabilitation Training System
- Child-Centric Interactive Exercise Devices ( CCIED ) and System for Conductive Education Therapy
- Ingegneria Informatica Rehabilitation games for Juvenile Rheumatic disease to the lower limbs
Related papers
- The video game as agencement and the image of new gaming experiences: the work of indie video game developers
- Atari Design: Impressions on Coin-Operated Video Game Machines by Raiford Guins (review)
- How to launch a successful video game: A framework
- Player modeling: Towards increasing the consideration of human factors in video game design
- The Semiotics of the Game Controller
- Semi-automatic construction of video game design prototypes with MaruGen
- Designing a Story-based Text-based RPG Video Game to Minimize Feelings of Depression Caused by Losing Someone to Players