A game-based solution for in-home rehabilitation

Silvia Gabrielli, Rosa Maimone, Cristina Costa, Antonio Ascolese, Johanna Jonsdottir, Wolfhard Klein, Gabriel Bendersky

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

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.

Original languageEnglish
Title of host publicationLecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
PublisherSpringer Verlag
Pages112-117
Number of pages6
Volume150
ISBN (Print)9783319196558
DOIs
Publication statusPublished - 2015
Event1st International Summit on Internet of Things, IoT360 2014 - Rome, Italy
Duration: Oct 27 2014Oct 28 2014

Publication series

NameLecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Volume150
ISSN (Print)18678211

Other

Other1st International Summit on Internet of Things, IoT360 2014
CountryItaly
CityRome
Period10/27/1410/28/14

Keywords

  • Motor-cognitive rehabilitation
  • Patient-centred design
  • Professional clients
  • Serious games

ASJC Scopus subject areas

  • Computer Networks and Communications

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