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Biomechanical Analysis of Rehabilitation Exercises Performed During Serious Games Exercises

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Games and Learning Alliance (GALA 2015)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9599))

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Abstract

The use of video games in physical rehabilitation is becoming more and more popular. A lot of studies are focusing on the clinical efficacy of such kind on new interventions. However there is still, currently, a lack of information about the importance of learning effect of the task (e.g. motions required to play the game). Therefore the aim of this study was to evaluate the importance of motor learning during rehabilitation exercises performed with specially developed Serious Games. Ten healthy adults played 9 sessions of games over a 3 weeks period. Different parameters were extracted from the games to performed functional and biomechanical evaluation. ANOVA and ICC were processed to evaluate reproducibility of measurement. The majority of the learning effect occurred during the very first session. Therefore, in order to allow regular monitoring the results of this first session should not be included in the follow-up of the patient.

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Notes

  1. 1.

    http://www.microsoft.com/en-us/kinectforwindows/develop/downloads-docs.aspx.

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Correspondence to Bruno Bonnechère .

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Bonnechère, B., Jansen, B., Omelina, L., Sholukha, V., Van Sint Jan, S. (2016). Biomechanical Analysis of Rehabilitation Exercises Performed During Serious Games Exercises. In: De Gloria, A., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2015. Lecture Notes in Computer Science(), vol 9599. Springer, Cham. https://doi.org/10.1007/978-3-319-40216-1_32

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  • DOI: https://doi.org/10.1007/978-3-319-40216-1_32

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  • Online ISBN: 978-3-319-40216-1

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