Exergaming and rehabilitation: A methodology for the design of effective and safe therapeutic exergames
暂无分享,去创建一个
Pier Luca Lanzi | Elif Surer | N. Alberto Borghese | Renato Mainetti | N. A. Borghese | Michele Pirovano | P. Lanzi | Michele Pirovano | R. Mainetti | Elif Sürer
[1] Jacqueline L. Longe,et al. Gale encyclopedia of medicine , 2002 .
[2] Georgios N. Yannakakis,et al. Towards procedural level generation for rehabilitation , 2010, PCGames@FDG.
[3] P. Joseph,et al. Unilateral neglect syndrome rehabilitation by trunk rotation and scanning training. , 1997, Archives of physical medicine and rehabilitation.
[4] R. Riener,et al. Validation of a mechanism to balance exercise difficulty in robot-assisted upper-extremity rehabilitation after stroke , 2012, Journal of NeuroEngineering and Rehabilitation.
[5] Peter M. Rothwell,et al. Stroke: Practical Management , 2008 .
[6] Joel C. Perry,et al. Improving patient motivation in game development for motor deficit rehabilitation , 2008, ACE '08.
[7] Cheryl Trepagnier,et al. Tracking Gaze of Patients with Visuospatial Neglect , 2002, Topics in stroke rehabilitation.
[8] Kathrin Maria Gerling,et al. Visual complexity, player experience, performance and physical exertion in motion-based games for older adults , 2013, ASSETS.
[9] M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience , 1990 .
[10] Michael Zyda,et al. From visual simulation to virtual reality to games , 2005, Computer.
[11] N A Borghese,et al. Duckneglect: video-games based neglect rehabilitation. , 2013, Technology and health care : official journal of the European Society for Engineering and Medicine.
[12] Rafael Bidarra,et al. In Press: Ieee Transactions on Computational Intelligence and Ai in Games Adaptivity Challenges in Games and Simulations: a Survey , 2022 .
[13] Cynthia D. Fisher,et al. The effects of personal control, competence, and extrinsic reward systems on intrinsic motivation , 1978 .
[14] C. Winstein,et al. Effects of physical guidance and knowledge of results on motor learning: support for the guidance hypothesis. , 1994, Research quarterly for exercise and sport.
[15] Dorothy A. Sparks,et al. Did too much Wii cause your patient's injury? , 2011, The Journal of family practice.
[16] Pier Luca Lanzi,et al. Intelligent Game Engine for Rehabilitation (IGER) , 2016, IEEE Transactions on Computational Intelligence and AI in Games.
[17] Paolo Bartolomeo,et al. A battery of tests for the quantitative assessment of unilateral neglect. , 2006, Restorative neurology and neuroscience.
[18] Philip Hingston,et al. Exergame development using the dual flow model , 2009 .
[19] P. Dario,et al. Design strategies to improve patient motivation during robot-aided rehabilitation , 2007, Journal of NeuroEngineering and Rehabilitation.
[20] William V. Wright,et al. A Theory of Fun for Game Design , 2004 .
[21] L. Diller,et al. Exploratory eye movements and visual hemi-neglect. , 1986, Journal of clinical and experimental neuropsychology.
[22] M. Bonato,et al. Neglect and Extinction Depend Greatly on Task Demands: A Review , 2012, Front. Hum. Neurosci..
[23] Carlo Pozzilli,et al. Home-Based Balance Training Using the Wii Balance Board , 2013, Neurorehabilitation and neural repair.
[24] L. Cohen,et al. Effectiveness of Virtual Reality Exercises in STroke Rehabilitation (EVREST): Rationale, Design, and Protocol of a Pilot Randomized Clinical Trial Assessing the Wii Gaming System , 2010, International journal of stroke : official journal of the International Stroke Society.
[25] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[26] M. Ferrarin,et al. Touch-screen system for assessing visuo-motor exploratory skills in neuropsychological disorders of spatial cognition , 2002, Medical and Biological Engineering and Computing.
[27] Glyn W. Humphreys,et al. Perceptual and Action Systems in Unilateral Visual Neglect , 1987 .
[28] J.E. Deutsch,et al. Wii-based compared to standard of care balance and mobility rehabilitation for two individuals post-stroke , 2009, 2009 Virtual Rehabilitation International Conference.
[29] Thomas W. Malone,et al. Heuristics for designing enjoyable user interfaces: Lessons from computer games , 1982, CHI '82.
[30] D.J. Reinkensmeyer,et al. Web-based telerehabilitation for the upper extremity after stroke , 2002, IEEE Transactions on Neural Systems and Rehabilitation Engineering.
[31] Giuseppe Vallar,et al. The Cognitive and Neural Bases of Spatial Neglect , 2002 .
[32] Karolien Poels,et al. Digital game design for elderly users , 2007, Future Play.
[33] Timothy W. Bickmore,et al. Establishing and maintaining long-term human-computer relationships , 2005, TCHI.
[34] S. Black,et al. The Fugl-Meyer Assessment of Motor Recovery after Stroke: A Critical Review of Its Measurement Properties , 2002, Neurorehabilitation and neural repair.
[35] Grigore C. Burdea,et al. Feasibility of Modified Remotely Monitored In-Home Gaming Technology for Improving Hand Function in Adolescents With Cerebral Palsy , 2010, IEEE Transactions on Information Technology in Biomedicine.
[36] N. A. Borghese,et al. Usability and Effects of an Exergame-Based Balance Training Program. , 2014, Games for health journal.