Zhang et al., 2024 - Google Patents
CFI: a VR motor rehabilitation serious game design framework integrating rehabilitation function and game design principles with an upper limb caseZhang et al., 2024
View HTML- Document ID
- 14508896288062103467
- Author
- Zhang C
- Yu S
- Ji J
- Publication year
- Publication venue
- Journal of NeuroEngineering and Rehabilitation
External Links
Snippet
Virtual reality (VR) Rehabilitation holds the potential to address the challenge that patients feel bored and give up long-term rehabilitation training. Despite the introduction of gaming elements by some researchers in rehabilitation training to enhance engagement, there …
- 238000013461 design 0 title abstract description 158
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/10—Control of the course of the game, e.g. start, progess, end
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/02—Accessories
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/12—Video games, i.e. games using an electronically generated display having two or more dimensions involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
Similar Documents
Publication | Publication Date | Title |
---|---|---|
Charles et al. | Virtual reality design for stroke rehabilitation | |
Shafer et al. | Factors affecting enjoyment of virtual reality games: a comparison involving consumer-grade virtual reality technology | |
Roy et al. | Enhancing effectiveness of motor rehabilitation using kinect motion sensing technology | |
Marston et al. | Interactive videogame technologies to support independence in the elderly: A narrative review | |
Imam et al. | Virtual reality rehabilitation from social cognitive and motor learning theoretical perspectives in stroke population | |
Khundam et al. | A study of physical fitness and enjoyment on virtual running for exergames | |
Buruk et al. | Extracting design guidelines for wearables and movement in tabletop role-playing games via a research through design process | |
Voštinár et al. | The look at the various uses of VR | |
Baranowski et al. | Videogame mechanics in games for health | |
Oğuz’Oz’Buruk et al. | Towards the next generation of gaming wearables | |
Castillo et al. | Design of virtual reality exergames for upper limb stroke rehabilitation following iterative design methods: usability study | |
Blackler et al. | Using technology to enhance and encourage dance-based exercise | |
Buruk et al. | WEARPG: game design implications for movement-based play in table-top role-playing games with arm-worn devices | |
Zhang et al. | CFI: a VR motor rehabilitation serious game design framework integrating rehabilitation function and game design principles with an upper limb case | |
Stranick et al. | Adaptive virtual reality exergame: Promoting physical activity among workers | |
Souza et al. | DDA-MAPEKit: A Framework for Dynamic Difficulty Adjustment Based on MAPE-K Loop | |
Hadjipanayi et al. | Virtual reality exergames for enhancing engagement in stroke rehabilitation: A narrative review | |
Madshaven et al. | Investigating a Virtual Reality Solution for Rehabilitation in a Biomechatronics Lab and Home Environment | |
Tece Bayrak et al. | Player Profile as a Lens to Advocate Designing Compassionate Therapy Games for Parkinson’s disease | |
Retz et al. | Towards Co-creative Interdisciplinary Exergame Design Processes: A Theory-Based Approach of a VR-Exergame Fall Prevention Training | |
Arrigoni et al. | A Design Method of Tele-Rehabilitation Platforms for Post-Stroke Patients Based on Consumer Technology | |
Vieira | Study and Development of Custom “Serious Games” for Patients and Users | |
Grudpan et al. | Virtual reality games for stroke rehabilitation: A feasibility study | |
Xianmei | A review of somatic games intervention for children with autism spectrum disorders | |
Pereira | A VR-Based Serious Game for Vestibular Rehabilitation |