The Use of the Nintendo Wii in Motor Rehabilitation for Virtual Reality Interventions: A Literature Review (문서, 2014) [WorldCat.org]
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The Use of the Nintendo Wii in Motor Rehabilitation for Virtual Reality Interventions: A Literature Review
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The Use of the Nintendo Wii in Motor Rehabilitation for Virtual Reality Interventions: A Literature Review

저자: Emmanuel Tsekleves 소속: Imagination Lancaster, Lancaster University, LICA Builiding, Bailrig, Lancaster, LA1 4YW, UK; Alyson Warland 소속: Centre for Research in Rehabilitation, Brunel University, Kingston Lane, Uxbridge, UB8 3PH, UK; Cherry Kilbride 소속: Centre for Research in Rehabilitation, Brunel University, Kingston Lane, Uxbridge, UB8 3PH, UK; Ioannis Paraskevopoulos 소속: School of Engineering and Design, Brunel University, Kingston Lane, Uxbridge, UB8 3PH, UK; Dionysios Skordoulis 소속: School of Engineering and Design, Brunel University, Kingston Lane, Uxbridge, UB8 3PH, UK
판/형식: 장 : English
요약:
Several review articles have been published on the use of Virtual Reality (VR) in motor rehabilitation. The majority of these focus on the effectiveness of VR on improving motor function using relatively expensive commercial tools and technologies including robotics, cybergloves, cybergrasps, joysticks, force sensors and motion capture systems. However, we present the case in this chapter that game sensors and VR  더 읽기…
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모든 저자 / 참여자: Emmanuel Tsekleves 소속: Imagination Lancaster, Lancaster University, LICA Builiding, Bailrig, Lancaster, LA1 4YW, UK; Alyson Warland 소속: Centre for Research in Rehabilitation, Brunel University, Kingston Lane, Uxbridge, UB8 3PH, UK; Cherry Kilbride 소속: Centre for Research in Rehabilitation, Brunel University, Kingston Lane, Uxbridge, UB8 3PH, UK; Ioannis Paraskevopoulos 소속: School of Engineering and Design, Brunel University, Kingston Lane, Uxbridge, UB8 3PH, UK; Dionysios Skordoulis 소속: School of Engineering and Design, Brunel University, Kingston Lane, Uxbridge, UB8 3PH, UK
ISBN: 978-3-642-54815-4 978-3-642-54816-1
출판물:Ma, Minhua, +44(44) 0141 566 1462, M.Ma@gsa.ac.uk, Digital Design Studio, Glasgow School of Art, Glasgow, United Kingdom; Virtual, Augmented Reality and Serious Games for Healthcare 1; 321-344; Berlin, Heidelberg : Springer Berlin Heidelberg : Springer
언어 메모: English
고유 식별자: 5679787757
상:

초록:

Several review articles have been published on the use of Virtual Reality (VR) in motor rehabilitation. The majority of these focus on the effectiveness of VR on improving motor function using relatively expensive commercial tools and technologies including robotics, cybergloves, cybergrasps, joysticks, force sensors and motion capture systems. However, we present the case in this chapter that game sensors and VR technologies which can be customized and reconfigured, such as the Nintendo Wii, provide an alternative and affordable VR intervention for rehabilitation. While the performance of many of the Wii based interventions in motor rehabilitation are currently the focus of investigation by researchers, an extensive and holistic discussion on this subject does not yet exist. As such, the purpose of this chapter is to provide readers with an understanding of the advantages and limitations of the Nintendo Wii game sensor device (and its associated accessories) for motor rehabilitation and in addition, to outline the potential for incorporating these into clinical interventions for the benefit of patients and therapists.

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