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dc.contributor.authorNajm, Alien_US
dc.contributor.authorMichael-Grigoriou, Despinaen_US
dc.contributor.authorKyrlitsias, Christosen_US
dc.contributor.authorChristofi, Mariaen_US
dc.contributor.authorHadjipanayi, Christosen_US
dc.contributor.authorSokratous, Dimitrisen_US
dc.contributor.editorKulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-Kuken_US
dc.date.accessioned2020-12-01T16:10:54Z
dc.date.available2020-12-01T16:10:54Z
dc.date.issued2020
dc.identifier.isbn978-3-03868-112-0
dc.identifier.issn1727-530X
dc.identifier.urihttps://doi.org/10.2312/egve.20201269
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20201269
dc.description.abstractVR-based rehabilitation allows the creation of fully controlled environments that define training tasks specifically designed to target the individual needs of patients. VR-based rehabilitation systems can be integrated into game-like interactions, capitalizing on motivational factors that are essential for recovery [MP00]. This project focuses on the development and preliminary evaluation of a VR-based approach for upper limb rehabilitation in chronic stroke survivors who suffer from hemiplegia. Towards this end, we have developed a VR exergame, where the player is required to repeat the supination-pronation movement of the wrist joint, similar to that done within a physiotherapy session. An ongoing issue with such exercises in rehabilitation is that recovery methods lose their effectiveness when the procedure becomes tedious [KJ08, SLSORCan11]. Therefore, the application that we have developed differs from pre-existing ones in the fact that it is based on the theory of Social Facilitation [Z65]. The objective of the proposed project is to investigate the impact of the existence of a virtual agent, who will act as a ''social facilitator'', on the patient's overall performance and interest in the upper limb rehabilitation exergame.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectComputer graphics
dc.subjectGraphics systems and interfaces
dc.subjectVirtual reality
dc.subjectSocial and professionaltopics
dc.subjectUser characteristics
dc.subjectPeople with disabilities
dc.subjectHardware
dc.subjectCommunication hardware
dc.subjectinterfaces and storage
dc.subjectSensors and actuatorsors
dc.titleA Virtual Reality Adaptive Exergame for the Enhancement of Physical Rehabilitation Using Social Facilitationen_US
dc.description.seriesinformationICAT-EGVE 2020 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/egve.20201269
dc.identifier.pages1-2


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