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Mobile, Exercise-agnostic, Sensor-based Serious Games for Physical Rehabilitation at Home

Published:18 March 2018Publication History

ABSTRACT

Serious games can improve the physical rehabilitation of patients with different conditions. By monitoring exercises and offering feedback, serious games promote the correct execution of exercises outside the clinic. Nevertheless, existing serious games are limited to specific exercises, which reduces their practical impact. This paper describes the design of three exercise-agnostic games, that can be used for a multitude of rehabilitation scenarios. The developed games are displayed on a smartphone and are controlled by a wearable device, containing inertial and electromyography sensors. Results from a preliminary evaluation with 10 users are discussed, together with plans for future work.

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References

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        • Published in

          cover image ACM Conferences
          TEI '18: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction
          March 2018
          763 pages
          ISBN:9781450355681
          DOI:10.1145/3173225

          Copyright © 2018 Owner/Author

          Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 18 March 2018

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          • Work in Progress

          Acceptance Rates

          TEI '18 Paper Acceptance Rate37of130submissions,28%Overall Acceptance Rate393of1,367submissions,29%

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