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Kinect-based virtual game for motor and cognitive rehabilitation: a pilot study for older adults

Published: 20 May 2014 Publication History

Abstract

Physical rehabilitation is often necessary for individuals who suffer an injury or illness which causes a physical impairment, in order to restore movement and strength through supervised repetitive exercises. Alternatively, physical activity also improves cognitive performance and reduces cognitive decline. This tool focuses on therapeutic aspects of both cognitive and physical rehabilitation for older adults, as it improves memory by performing mental activities and physical rehabilitation at the same time.
To achieve this, a Kinect-based virtual game intended for Windows which enables users to control and interact intuitively with the computer without an intermediary controller has been developed. Furthermore, all the data generated during the session is stored in order to log each rehabilitation activity.
Preliminary tests have shown an increase in the users' motivation while using the tool. They also indicated the possible rehabilitation of 18 patients with motor disabilities and the maintenance of their cognitive impairment preventing its degeneration.

References

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A. Sears and M. Young, Physical disabilities and computing technologies: An analysis of impairments. The human-computer interaction handbook, 2003.
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M. J. Lang C. E. and G. C., "Counting repetitions: an observational study of outpatient therapy for people with hemiparesis post-stroke," J Neurol Phys Ther., vol. 31, no. 1, pp. 3--10, 2007.
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M. R. Shaughnessy M., Resnick B. M., "Testing a model of post-stroke exercise behavior.," Rehabil Nurs., vol. 31, no. 1, pp. 15--21, 2006.
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A. M. O. G. Katz, DI and S. Connors, "Cognitive rehabilitation: the evidence, funding and case for advocacy in brain injury.," McLean, VA: Brain Injury Association of America, 2006.
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C. Anderson-Hanley, P. J. Arciero, A. M. Brickman, J. P. Nimon, N. Okuma, S. C. Westen, M. E. Merz, B. D. Pence, J. A. Woods, A. F. Kramer, and E. A. Zimmerman, "Exergaming and older adult cognition: A cluster randomized clinical trial.," American Journal of Preventive Medicine, vol. 42, no. 2, pp. 109--119, 2012.
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L. Derbali and C. Frasson, Players' Motivation and EEG Waves Patterns in a Serious Game Environment. Intelligent Tutoring Systems, 2010.
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C.-Y. Chang, B. Lange, M. Zhang, S. Koenig, P. Requejo, N. Somboon, A. Sawchuk, and A. Rizzo, "Towards pervasive physical rehabilitation using microsoft kinect," in 6th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth), 2012), p. 159--162, 2012.
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I. Pastor, H. A. Hayes, and B. SJ., "A feasibility study of an upper limb rehabilitation system using kinect and computer games," in Engineering in Medicine and Biology Society (EMBC), 2012 Annual International Conference of the IEEE), p. 1286--1289, IEEE Computer Society, August 28- September 1, 2012.

Cited By

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  • (2020)The Application of Somatosensory Technology in Cooperative PlayProceedings of the 2020 8th International Conference on Information Technology: IoT and Smart City10.1145/3446999.3447641(251-256)Online publication date: 25-Dec-2020
  • (2018)Deploying new technology in residential aged careProceedings of the 30th Australian Conference on Computer-Human Interaction10.1145/3292147.3292214(200-204)Online publication date: 4-Dec-2018
  • (2018)KiNEEtMultimedia Tools and Applications10.1007/s11042-018-5678-177:18(24013-24039)Online publication date: 1-Sep-2018

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PervasiveHealth '14: Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare
May 2014
459 pages
ISBN:9781631900112

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ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering)

Brussels, Belgium

Publication History

Published: 20 May 2014

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Author Tags

  1. Kinect
  2. cognitive
  3. motor
  4. older adults
  5. rehabilitation
  6. virtual game

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PervasiveHealth '14

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Overall Acceptance Rate 55 of 116 submissions, 47%

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Cited By

View all
  • (2020)The Application of Somatosensory Technology in Cooperative PlayProceedings of the 2020 8th International Conference on Information Technology: IoT and Smart City10.1145/3446999.3447641(251-256)Online publication date: 25-Dec-2020
  • (2018)Deploying new technology in residential aged careProceedings of the 30th Australian Conference on Computer-Human Interaction10.1145/3292147.3292214(200-204)Online publication date: 4-Dec-2018
  • (2018)KiNEEtMultimedia Tools and Applications10.1007/s11042-018-5678-177:18(24013-24039)Online publication date: 1-Sep-2018

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