Title:
Applying gaming principles to virtual environments for upper extremity therapy games
Applying gaming principles to virtual environments for upper extremity therapy games
dc.contributor.author | Nixon, Mason | en_US |
dc.contributor.author | Howard, Ayanna M. | en_US |
dc.contributor.corporatename | Georgia Institute of Technology. Human-Automation Systems Lab | en_US |
dc.contributor.corporatename | Georgia Institute of Technology. School of Electrical and Computer Engineering | en_US |
dc.contributor.corporatename | Georgia Institute of Technology. Institute for Robotics and Intelligent Machines | en_US |
dc.date.accessioned | 2013-12-03T21:30:57Z | |
dc.date.available | 2013-12-03T21:30:57Z | |
dc.date.issued | 2013-10 | |
dc.description | ©2013 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works. | en_US |
dc.description | To be published in the 2013 IEEE International Conference on Systems, Man, and Cybernetics (SMC) Manchester, UK, October 2013. | en_US |
dc.description.abstract | Home-based care modalities may yield many advantages in therapy and rehabilitation. Virtual systems for rehabilitation are an emerging technology that may be used to enhance the effectiveness of home-based care while simultaneously increasing the number of patients that physical therapists can provide care for. In this paper, we discuss a system that utilizes game design principles to develop a therapy game for upper extremity rehabilitation. We provide an overview of the system and show evidence based on assessments from adults and children using our virtual environment. Results indicate that the system we have developed can engage and encourage the target demographic by adhering to principles common in successful entertainment games. | en_US |
dc.identifier.isbn | 978-1-4244-0652-9 | |
dc.identifier.uri | http://hdl.handle.net/1853/49761 | |
dc.language.iso | en_US | en_US |
dc.publisher | Georgia Institute of Technology | en_US |
dc.publisher.original | Institute of Electrical and Electronics Engineers | en_US |
dc.subject | Cerebral palsy | en_US |
dc.subject | Virtual reality | en_US |
dc.subject | Rehabilitation | en_US |
dc.subject | Upper extremity | en_US |
dc.title | Applying gaming principles to virtual environments for upper extremity therapy games | en_US |
dc.type | Text | |
dc.type.genre | Proceedings | |
dc.type.genre | Post-print | |
dspace.entity.type | Publication | |
local.contributor.author | Howard, Ayanna M. | |
local.contributor.corporatename | School of Civil and Environmental Engineering | |
local.contributor.corporatename | Institute for Robotics and Intelligent Machines (IRIM) | |
relation.isAuthorOfPublication | 6d77e175-105c-4b0b-9548-31f20e60e20a | |
relation.isOrgUnitOfPublication | 88639fad-d3ae-4867-9e7a-7c9e6d2ecc7c | |
relation.isOrgUnitOfPublication | 66259949-abfd-45c2-9dcc-5a6f2c013bcf |
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