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Objective. The purpose is to increase the efficiency of medical and physical rehabilitation in patients who suffered from cerebral ischemic stroke (CIS) with the help of differentiated use of rehabilitation measures depending on the severity of neurological disorders and comorbid states.
Materials and methods. In the clinic of nerve diseases of Za...
Objective
To analyze the correlation between balance function and gait parameters of patients with basal ganglia infarction. And to observe the influence of balance function on plantar pressure and hemiplegia gait based on the Berg Balance Scale (BBS) score.
Methods
One hundred and forty patients with cerebral infarction hemiplegia in the basal ga...
Most stroke survivors have difficulties completing activities of daily living (ADLs) independently. However, few rehabilitation systems have focused on ADLs-related training for gross and fine motor function together. We propose an ADLs-based serious game rehabilitation system for the training of motor function and coordination of both arm and hand...
Introduction: At present, stroke has become the first cause of death and disability among Chinese adults. With the coming of the aging population in China, the disease burden brought by stroke will be increasingly aggravated. And stroke is a leading cause of disability. There is a golden plastic period after stroke, during which timely and safe int...
Citations
... We analysed existing systems and games on their ability to facilitate the key criteria: designing stroke-survivor-friendly systems, meaningful play, and progression. 12-12 [16] and Silver Fit [21] were closest to fulfilling the requirements. However, they required expensive and complicated equipment, denying their accessibility. ...
This paper reports on how the design of an augmented reality (AR) exergame can facilitate engagement in independent stroke rehabilitation. Our system converted prescribed exercises (sit-to-stand) into engaging active gameplay using AR mobile technology and a proprietary designed tangible interface. Neurophysiotherapists and stroke patients tested the game's usability and the engagement strategies. We suggest that exergames facilitated by the Internet of Things (IoT) can help facilitate engagement in stroke rehabilitation therapies by incorporating meaningful play, progression and be designed under a stroke-patient friendly approach. In particular, AR can increase meaningful play by incorporating the patient's home environment, health benefit beliefs and personal preferences into the virtual gameplay. AR can facilitate and track progression as the patient recovers and improves in the game. Designing for stroke-patient friendly systems needs to consider the individual patient's physical and cognitive impairments and produce an individualised experience.