dc.contributor.author | Najm, Ali | en_US |
dc.contributor.author | Michael-Grigoriou, Despina | en_US |
dc.contributor.author | Kyrlitsias, Christos | en_US |
dc.contributor.author | Christofi, Maria | en_US |
dc.contributor.author | Hadjipanayi, Christos | en_US |
dc.contributor.author | Sokratous, Dimitris | en_US |
dc.contributor.editor | Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-Kuk | en_US |
dc.date.accessioned | 2020-12-01T16:10:54Z | |
dc.date.available | 2020-12-01T16:10:54Z | |
dc.date.issued | 2020 | |
dc.identifier.isbn | 978-3-03868-112-0 | |
dc.identifier.issn | 1727-530X | |
dc.identifier.uri | https://doi.org/10.2312/egve.20201269 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egve20201269 | |
dc.description.abstract | VR-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.publisher | The Eurographics Association | en_US |
dc.subject | Computing methodologies | |
dc.subject | Computer graphics | |
dc.subject | Graphics systems and interfaces | |
dc.subject | Virtual reality | |
dc.subject | Social and professionaltopics | |
dc.subject | User characteristics | |
dc.subject | People with disabilities | |
dc.subject | Hardware | |
dc.subject | Communication hardware | |
dc.subject | interfaces and storage | |
dc.subject | Sensors and actuatorsors | |
dc.title | A Virtual Reality Adaptive Exergame for the Enhancement of Physical Rehabilitation Using Social Facilitation | en_US |
dc.description.seriesinformation | ICAT-EGVE 2020 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos | |
dc.description.sectionheaders | Posters | |
dc.identifier.doi | 10.2312/egve.20201269 | |
dc.identifier.pages | 1-2 | |