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2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH) (2013)
Vilamoura, Portugal Portugal
May 2, 2013 to May 3, 2013
pp: 1-8
Pier Luca Lanzi , Politecnico di Milano - Dipartimento di Elettronica, Informazione e Bioingegneria, Milano, Italy
Michele Pirovano , Applied Intelligent Systems Laboratory - Department of Computer Science - University of Milano, Italy
Renato Mainetti , Applied Intelligent Systems Laboratory - Department of Computer Science - University of Milano, Italy
N. Alberto Borghese , Applied Intelligent Systems Laboratory - Department of Computer Science - University of Milano, Italy
ABSTRACT
The recent availability of advanced video game interfaces (such as the Microsoft Kinect, the Nintendo WiiMote and Balance Board) is creating interesting opportunities to provide low-cost rehabilitation at-home for patients. In this context, video games are rising as promising tools to guide patients through their recovery experience and to increase their motivation throughout the rehabilitation path. However, to be applied to clinical scenarios, video games must be designed to adhere to the clinical requirements and to meet doctors/patients expectations. They also need to be integrated within multi-level platforms that can allow different levels of monitoring, e.g., at a personal level by the therapist, at the hospital level by the doctors, and at the regional level by the government agencies. In this paper, we overview an intelligent game engine for the at-home rehabilitation of stroke patients The engine provides several games that implement actual rehabilitation exercises and have been developed in strict collaboration with therapists. It is integrated in a patient station that provides several types of monitoring and feedback using virtual and/or human therapists.
INDEX TERMS
Games, Monitoring, Europe, Pathology
CITATION
Pier Luca Lanzi, Michele Pirovano, Renato Mainetti, N. Alberto Borghese, "An intelligent game engine for the at-home rehabilitation of stroke patients", 2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH), vol. 00, no. , pp. 1-8, 2013, doi:10.1109/SeGAH.2013.6665318
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