Development and evaluation of low cost game-based balance rehabilitation tool using the microsoft kinect sensor
By B. Lange, Chien-Yen Chang, Evan A. Suma, Brad Newman, Albert A. Rizzo, M. Bolas. Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2011
448 citations recorded by the source corpus.
Subfields: Physical Therapy, Sports Therapy and Rehabilitation, Rehabilitation, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/b4cbe50b8988e7c9c1a7b982bfb6c708bb3ce3e8
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In Physical Therapy, Sports Therapy and Rehabilitation
In Rehabilitation
In Human-Computer Interaction
Citations in the corpus
- Accuracy and robustness of Kinect pose estimation in the context of coaching of elderly population (2012, unknown): “[7] presented an interactive game-based rehabilitation tool aimed at improving the balance in adults after neurological injury.”
- A Survey of Applications and Human Motion Recognition with Microsoft Kinect (2015, methodology): “and analysis, researchers at ICT have proved that the Kinect technology can make a major contribution to the quality of traditional intervention training programs that specialize in mental health therapy, motor skills rehabilitation, cognitive assessment and clinical skills training.(19,53,67,68,118”
- A Review on Technical and Clinical Impact of Microsoft Kinect on Physical Therapy and Rehabilitation (2014, methodology): “…[104] Developed a software that tracks patient’s posture which also guides the patient to match their posture with a model posture Lange et al. [105] Developed an interactive game-based rehabilitation tool using the Kinect to improve balance function in patients with neurological injury Leap…”
- The role of exergaming in Parkinson’s disease rehabilitation: a systematic review of the evidence (2014, background): “There is growing interest in exergaming as a potential rehabilitation tool to facilitate disease specific exercise in many clinical groups [3-5].”