Background: Tele-rehabilitation is gaining importance due to the increasing need for objectiveness in the evaluation of patients with impaired motor functions. Low-cost marker-less motion capture systems are becoming key enabling technologies as support in the treatment of musculoskeletal diseases.
Objectives: The goal of this work is to investigate the use of the Microsoft Azure Kinect device to develop a tele-rehabilitation platform for shoulder motor function recovery. The platform comprehends a set of serious games, which are fundamental to increase the patients' engagement in shoulder rehabilitation.
Methods: Starting from a set of functionalities identified together with the medical personnel of an Italian hospital, the Azure Kinect device has been used as motion capture system to interact with the serious games. Mobile applications for patients and physicians have been developed to manage the rehabilitation process.
Results: The solution has been tested by the involved medical personnel. It has been considered interesting and promising. Further improvements in the design of the virtual environment of the serious games are required.
Conclusion: The presented platform is a starting point to develop a complete IT solution for the daily shoulder rehabilitation.
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http://dx.doi.org/10.3233/SHTI220361 | DOI Listing |
Heliyon
January 2025
Department of Clinical Psychology, School of Behavioral Sciences and Mental Health (Tehran Institute of Psychiatry), Iran University of Mental Science, Tehran, Iran.
Background: Autistic children often face difficulties with semantic skills such as receptive lexicon. Games based on behavioral principles have been emphasized for treating autistic children. Serious Games are a new and effective way to alleviate deficits in autistic children.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Department of Interaction Design, National Taipei University of Technology, Rm.701-4, Design Building, No.1, Sec.3, Chung-hsiao E. Rd, Taipei, 10608, Taiwan, 886 912-595408, 886 2-87732913.
Background: Complications due to dysphagia are increasingly prevalent among older adults; however, the tediousness and complexity of conventional tongue rehabilitation treatments affect their willingness to rehabilitate. It is unclear whether integrating gameplay into a tongue training app is a feasible approach to rehabilitation.
Objective: Tongue training has been proven helpful for dysphagia treatment.
Anat Sci Educ
January 2025
Faculty of Engineering, University of Porto, Porto, Portugal.
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical teaching style.
View Article and Find Full Text PDFAnat Sci Educ
January 2025
Department of Anatomy, Cell Biology, & Physiology, Indiana University School of Medicine, Indianapolis, Indiana, USA.
Active recall, the act of recalling knowledge from memory, and games-based learning, the use of games and game elements for learning, are well-established as effective strategies for learning gross anatomy. An activity that applies both principles is Catch-Phrase, a fast-paced word guessing game. In Anatomy Catch-Phrase, players must get their teammates to identify an anatomical term by describing its features, functions, or relationships without saying the term itself.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Hospital de Clínicas de Porto Alegre, Porto Alegre, Brazil.
Background: This study evaluated the effectiveness of a virtual reality (VR) high-intensity interval training (HIIT) boxing protocol compared to traditional high-intensity circuit training (HICT) in improving exercise motivation, engagement, and physiological responses among 30 healthy medical students.
Objective: The purpose was to compare the VR HIIT protocol, which involved using an Oculus Quest 2 for a futuristic exoskeleton game experience, with a traditional 12-exercise HICT.
Methods: In total, 30 medical students engaged in both VR HIIT, using an Oculus Quest 2 for a futuristic exoskeleton game experience, and a traditional 12-exercise HICT.
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