DocumentCode
2535106
Title
Leveraging online virtual worlds for upper extremity Rehabilitation
Author
Galego, B. ; Simone, L.
Author_Institution
New Jersey Inst. of Technol., Newark
fYear
2007
fDate
10-11 March 2007
Firstpage
267
Lastpage
268
Abstract
Virtual environment based systems have been used for rehabilitation of individuals following a stroke. They can be customized to provide specific rehabilitation motor therapy goals, but can be costly to develop and deploy. This paper describes a low cost alternative using commonly available technologies to quickly create interesting virtual environments for upper extremity rehabilitation. The Nintendo Corporation\´s (Kyoto, Japan) Wiimote, and Linden Labs\´ (San Francisco, CA) multiplayer online game Second Life can be combined to form the basis for a flexible and extendible rehabilitation environment. To evaluate the feasibility of rapid game creation using these low cost elements, a "Concentration"-like memory-matching game was created where players must match pairs of like-colored spheres floating in 3D space. The resulting environment was created in approximately 20 hours and provides a functional interface that can be further modified to target gross or fine motor control activities.
Keywords
diseases; patient rehabilitation; patient treatment; user interfaces; virtual reality; fine motor control activities; functional interface; like-colored spheres; memory-matching game; multiplayer online game; online virtual worlds; rapid game creation; rehabilitation motor therapy; stroke; upper extremity rehabilitation; virtual environment; Biomedical engineering; Costs; Extremities; Medical treatment; Mice; Motor drives; Open source software; Second Life; Virtual environment; Virtual reality;
fLanguage
English
Publisher
ieee
Conference_Titel
Bioengineering Conference, 2007. NEBC '07. IEEE 33rd Annual Northeast
Conference_Location
Long Island, NY
Print_ISBN
978-1-4244-1033-0
Electronic_ISBN
978-1-4244-1033-0
Type
conf
DOI
10.1109/NEBC.2007.4413380
Filename
4413380
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