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Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification

Yang Qiu, Kun Man Li, Eng Chuan Neoh, Huiguo Zhang, Xin Yue Khaw, Xiuyi Fan, Chunyan Miao
2017 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH)  
Fun-Knee™: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification.  ...  We would like to thank Ms Safiyya Mohamed Ali for providing editorial support.  ...  For these patients, Total Knee Replacement (TKR) is the gold standard treatment for pain and deformity persists despite conservative treatment.  ... 
doi:10.1109/segah.2017.7939284 dblp:conf/segah/QiuLNZKFM17 fatcat:fuclap3iqjfctbtqd6lgxrq4ky

Hospital-to-Home Transition for Older Patients: Using Serious Games to Improve the Motivation for Rehabilitation – a Qualitative Study

Mirana Randriambelonoro, Caroline Perrin, Alexandra Blocquet, Dominika Kozak, Julia Toyas Fernandez, Tiphaine Marfaing, Elisabeth Bolomey, Zineb Benhissen, Emilia Frangos, Antoine Geissbuhler, Christophe Graf
2020 Journal of Population Ageing  
The analysis suggests that patients participating in the gamified rehabilitation are more motivated. Several recommendations on designing serious game for elderly rehabilitation are proposed.  ...  We conducted a randomized clinical trial with 57 geriatric patients and demonstrated that the serious game-based rehabilitation was as efficient as the standard rehabilitation program in terms of improving  ...  They replaced some of their sedentary Fig. 4 Patients' feedbacks towards the gamified rehabilitation activities such as sleeping, sitting in the hallways or playing word games to going outside and breathing  ... 
doi:10.1007/s12062-020-09274-7 fatcat:qnksaqs7bjhahahteqlon4h3ja

Feedback Design in Targeted Exercise Digital Biofeedback Systems for Home Rehabilitation: A Scoping Review

Louise Brennan, Enrique Dorronzoro Zubiete, Brian Caulfield
2019 Sensors  
Digital biofeedback systems (DBSs) are used in physical rehabilitation to improve outcomes by engaging and educating patients and have the potential to support patients while doing targeted exercises during  ...  The main inclusion criteria included DBSs for targeted exercises, in a home rehabilitation setting, which have been tested on a clinical population.  ...  = Total Knee Replacement; 2 UKR = Unicompartmental Knee Replacement; 3 IMU = Inertial Measurement Unit; 4 ROM = Range of Movement; 5 CVA = Cerebrovascular Accident; 6 THR = Total Hip Replacement; 7 EMG  ... 
doi:10.3390/s20010181 pmid:31905653 pmcid:PMC6982782 fatcat:rngjvcogdfgffc5xptjczkzcxm

A framework and immersive serious game for mild cognitive impairment

Sum-Yuet Joyce Lau, Harry Agius
2021 Multimedia tools and applications  
Evaluation with OTs revealed that the immersive game potentially offers more effective support to MCI patients than traditional methods, contributing new possibilities for enhancing MCI rehabilitative  ...  As a result, a range of cognitive rehabilitation games have been proposed to supplement or replace traditional rehabilitative training by offering benefits such as improved engagement.  ...  ., Hong Kong, and staff from the following healthcare organisations in Hong Kong for their support with this research: Kwai Chung Hospital HA, TWGHs Fung Yiu King Hospital HA, Hong Kong Caritas in Evergreen  ... 
doi:10.1007/s11042-021-11042-4 fatcat:x4xl6bu7ijabvelnpyk7c2nbbu

A Review on Serious Games for Exercise Rehabilitation [article]

Huansheng Ning, Zhenyu Wang, Rongyang Li, Yudong Zhang, Lingfeng Mao
2022 arXiv   pre-print
Therefore, many researchers improved the drawbacks of traditional exercise rehabilitation by serious games for exercise rehabilitation.  ...  Although there were abundant achievements in the games, its relevant technologies and representative games are not be summarized systematically.  ...  ACKNOWLEDGMENT This work was supported by the National Natural Science Foundation of China (61872038), and in part by the Fundamental Research Funds for the Central Universities under Grant FRF-GF-19-020B  ... 
arXiv:2201.04984v1 fatcat:vbtlsgidpbd5beoebcd6rrbto4

Interactive and Connected Rehabilitation Systems for E-Health

T.T. Dao, H. Tannous, P. Pouletaut, D. Gamet, D. Istrate, M.C. Ho Ba Tho
2016 IRBM  
Finally, during these three years, we have set the base for a home-based rehabilitation system that can be deployed at home or in a clinical environment.  ...  In addition, graphical user interfaces were developed, for experts and patients, to suit the needs of different end-users, based on the results of an end-user acceptability study.  ...  He highlighted the big possibilities to use VR coupled with games to:  Distract patients during painful procedures and surgeries.  ... 
doi:10.1016/j.irbm.2016.02.003 fatcat:id4nypuw7ffphdqiqjy3a6bzk4

Our child's TBI: a rehabilitation engineer's personal experience, technological approach, and lessons learned

James Sulzer, Lindsay S. Karfeld-Sulzer
2021 Journal of NeuroEngineering and Rehabilitation  
We introduce a set of questions for designers to consider as they create and evaluate new technologies for pediatric rehabilitation.  ...  AbstractI (JS) am currently a faculty member at The University of Texas at Austin in Mechanical Engineering. My primary research focus is rehabilitation engineering.  ...  Their strength and positive attitude, their willingness to fight for their children, to share their pain and experiences, all have been very inspirational to us.  ... 
doi:10.1186/s12984-021-00862-y pmid:33827612 fatcat:lwb6c6qqnra53cyxmdhdmueemm

ConVRgence (VRIC) Virtual Reality International Conference Proceedings

Simon Richir
2019 International Journal of Virtual Reality  
We also wish to thank Mette Duus Hansen for collaboration on this project.  ...  ACKNOWLEDGEMENTS The authors wish to thank Bo Geng from the Aalborg University Health Department for her help and supervision throughout the project.  ...  A VR game called 'Cryoslide' was tested against patients' own techniques of distracting them from their chronic pain.  ... 
doi:10.20870/ijvr.2019..0.2920 fatcat:rzbvdg34q5aj7mpgnedsofd4ze

Self-monitoring technologies to promote healthy behavior in the long term

Mirana Michelle Randriambelonoro, Antoine Geissbuhler, Dimitri Konstantas
2020
Adjusting for a dropout of 20%, the sample size needed increased to 46 patients in total, 23 in each group. To recruit this number of patients a 6month inclusion period was anticipated.  ...  Results Patients Flow Diagram Figure 2. Patients' Flow Diagram Patients Flow Diagram is described in Figure 2 . A total of 223 individuals were screened for eligibility to participate.  ... 
doi:10.13097/archive-ouverte/unige:136731 fatcat:ds2zx3zsgncqpc4jmaven7bpbm

P072: The effect of infographic promotion on research dissemination and readership: a randomized control trial

S. Y. Huang, L. Martin, A. Chin, C. Yeh, H. Murray, R. Mohindra, W. B. Sanderson, T. M. Chan, B. Thoma
2018 CJEM: Canadian Journal of Emergency Medical Care  
Abstract views, full text views, and the change in Altmetric score were tracked for 30 days and compared between groups. Unpaired two-tailed t-tests were used to detect significant differences.  ...  Although there was no difference in full-text readership, our results suggest that infographic abstracts may have a role in increasing the dissemination of medical literature.  ...  Distraction has been shown to reduce child-reported pain, but there is currently little published about the effects of using iPad technology as a distraction tool.  ... 
doi:10.1017/cem.2018.270 fatcat:uinfqr6kv5cvtelwxeegvhwy2m

Engineering, Technology & Applied Science Research (ETASR), Vol. 11, No. 4, pp. 7291-7530

Various
2021 Zenodo  
The journal was first published in February 2011. ISSN: 1792-8036 and 2241-4487.  ...  The table of contents for this issue can be found at: https://etasr.com/index.php/ETASR/issue/view/69. For more info visit the journal's site at: www.etasr.com.  ...  Rehabilitation after stroke exercise for patients has become an urgent major social issue.  ... 
doi:10.5281/zenodo.5506592 fatcat:73sj5nawgndeffb26wh6wnux4a

D5.3 - Market analysis report

Pascal Perrot (Viaccess-Orca), Tom De Koninck (TNO), Bart Kevelham (Artanim), Pashalina Medentzidou (CERTH), Sergi Fernandez (I2CAT), Jordi Saura Labaila (FI Group), Beate Kreisel (FI Group)
2020 Zenodo  
The deliverable describes the status of the market as of December 2020 for the audio-visual immersive products, with an emphasis in social VR platforms and related technologies.  ...  In addition, it provides a set of recommendations based on the market and customer research aiming to provide insightful and meaningful data towards the elaboration of an improved exploitation plan of  ...  the physical world and translate them in the virtual environment (e.g., as shownd in the CWI/SenseGlove awarded demo "a social VR clinic for knee arthritis patients with haptics" in June 2020 275 ).  ... 
doi:10.5281/zenodo.4439787 fatcat:vhrgg6w2tfgmla2sirweh6qhrm

Postgraduate Editorial Article #5 Article #6

Jo Flynn, Edward Hopkins, Caroline Millet-Spicer Article, Homayemem Weli, Jason Cooper, Ying Yang
unpublished
Approximately 60 students joined us at Keele Hall for this year's conference with all three faculties evenly represented again.  ...  this showcase event demonstrated the incredible academic capacity of our students whilst also giving them very real things to put on their CVs-a conference presentation and their abstracts published in  ...  Low back pain (LBP) patients with related leg pain (LBLP) experience higher levels of disability and pain compared to those with LBP alone.  ... 
fatcat:fjm7ozyrlbgedjshssl6ie4bpy

Design4Health Melbourne 2017

Kurt Seemann, Deirdre Barron
2018
living for all.  ...  Preamble Welcome to the first Design4Health Conference in Australia, convened by the Centre for Design Innovation, Swinburne University of Technology, on behalf of, and jointly chaired with, the conference  ...  (The full list will be in the paper) Acknowledgements We would like to thank Dave Sayers at Availcare, John Pollears and the Leef team and for investing their brief, time and industry knowledge in our  ... 
doi:10.4225/50/5b1f1d3616e0a fatcat:c5wcn7ymq5bkjgc5x7ftks24ni

ConVRgence (VRIC) Virtual Reality International Conference Proceedings

Simon Richir
2020 International Journal of Virtual Reality  
show that users prefer gamified data visualization of boat speed in VR (Kojic et al., 2019) .  ...  GSR have been used in cognitive rehabilitation as an indicator of presence (Lo Priore et al., 2003; .  ...  With the help of AR/VR, this is now also available in remote meetings (Oh et al., 2018 ). Test Environment for Kinetosis in VR 2.1.  ... 
doi:10.20870/ijvr.2020...3316 fatcat:d4dsvhql3ba5ros3xke2wb3efy
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