ABSTRACT
The goal of neurorehabilitation must be to enable patients to participate in personal and occupational life by decreasing their dependency due their disease and increasing their mobility. The way rehabilitation therapy is applied use to be based on therapists' experience and epidemiological data. Actually, at National Autonomous University of Mexico we are developing a library of applications based on videogames technology under Unity SDK to help patients to recover their mobility caused by a neurological accident. In this work we present the advances corresponding the development of a scheme for neurorehabilitation based on virtual systems and 3D scenes. We select two aspects to consider for rehabilitation during a therapy (ocular and head/neck) and developed three 3D scenes for the Oculus Rift device.
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- United Nations. Convention on the rights of persons with disabilities. Internet:http://www.un.org/disabilities/convention/conventionfull.shtml {17th July 2016}Google Scholar
- VirtualRehab. Internet: http://virtualrehab.info/ {17th Juny 2016}Google Scholar
- Virtual Reality, Kinect Rehabilitation. Internet: http://www.virtual-reality-rehabilitation.com/ {17th July 2016}Google Scholar
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- Oculus Rift. Internet: https://www.oculus.com/ja/rift/ {17th July 2015}Google Scholar
- Google Cardboard. Internet: https://www.google.com/get/cardboard/ {17th July 2016}Google Scholar
- Vourvopoulos, A, Faria, AL, Cameirão, MS, and Bermúdez i Badia, S (2014), Quantifying cognitive-motor interference in virtual reality training after stroke: the role of interfaces, Proc. 10th Intl Conf. on Disability, Virtual Reality and Assoc. Technologies, PM Sharkey, L Pareto, J Broeren, M Rydmark (Eds), pp. 45--53, Gothenburg, Sweden, 2--4 Sept. 2014.Google Scholar
Index Terms
- Exploring 3D scenes for neurorehabilitation
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