Home > Research > Publications & Outputs > The use of the Nintendo Wii in motor rehabilita...

Electronic data

Links

Text available via DOI:

View graph of relations

The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions: a literature review

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Published

Standard

The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions: a literature review. / Tsekleves, Emmanuel; Warland, Alyson; Kilbride, Cherry et al.
Virtual, augmented reality and serious games for healthcare 1. ed. / Minhua Ma; Lakhmi C. Jain; Paul Anderson. Berlin: Springer, 2014. p. 321-344 (Intelligent Systems Reference Library; Vol. 68).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Harvard

Tsekleves, E, Warland, A, Kilbride, C, Paraskevopoulos, I & Skordoulis, D 2014, The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions: a literature review. in M Ma, LC Jain & P Anderson (eds), Virtual, augmented reality and serious games for healthcare 1. Intelligent Systems Reference Library, vol. 68, Springer, Berlin, pp. 321-344. https://doi.org/10.1007/978-3-642-54816-1_17

APA

Tsekleves, E., Warland, A., Kilbride, C., Paraskevopoulos, I., & Skordoulis, D. (2014). The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions: a literature review. In M. Ma, L. C. Jain, & P. Anderson (Eds.), Virtual, augmented reality and serious games for healthcare 1 (pp. 321-344). (Intelligent Systems Reference Library; Vol. 68). Springer. https://doi.org/10.1007/978-3-642-54816-1_17

Vancouver

Tsekleves E, Warland A, Kilbride C, Paraskevopoulos I, Skordoulis D. The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions: a literature review. In Ma M, Jain LC, Anderson P, editors, Virtual, augmented reality and serious games for healthcare 1. Berlin: Springer. 2014. p. 321-344. (Intelligent Systems Reference Library). doi: 10.1007/978-3-642-54816-1_17

Author

Tsekleves, Emmanuel ; Warland, Alyson ; Kilbride, Cherry et al. / The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions : a literature review. Virtual, augmented reality and serious games for healthcare 1. editor / Minhua Ma ; Lakhmi C. Jain ; Paul Anderson. Berlin : Springer, 2014. pp. 321-344 (Intelligent Systems Reference Library).

Bibtex

@inbook{ba01fb1124b543e1a81ac8380c146d63,
title = "The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions: a literature review",
abstract = "Several review articles have been published on the use of Virtual Reality (VR) in motor rehabilitation. The majority of these focus on the effectiveness of VR on improving motor function using relatively expensive commercial tools and technologies including robotics, cybergloves, cybergrasps, joysticks, force sensors and motion capture systems. However, we present the case in this chapter that game sensors and VR technologies which can be customized and reconfigured, such as the Nintendo Wii, provide an alternative and affordable VR intervention for rehabilitation. While the performance of many of the Wii based interventions in motor rehabilitation are currently the focus of investigation by researchers, an extensive and holistic discussion on this subject does not yet exist. As such, the purpose of this chapter is to provide readers with an understanding of the advantages and limitations of the Nintendo Wii game sensor device (and its associated accessories) for motor rehabilitation and in addition, to outline the potential for incorporating these into clinical interventions for the benefit of patients and therapists.",
keywords = "Nintendo Wii, Motor rehabilitation, Literature review, Virtual reality, Gaming",
author = "Emmanuel Tsekleves and Alyson Warland and Cherry Kilbride and Ioannis Paraskevopoulos and Dionysios Skordoulis",
year = "2014",
doi = "10.1007/978-3-642-54816-1_17",
language = "English",
isbn = "9783642548154",
series = "Intelligent Systems Reference Library",
publisher = "Springer",
pages = "321--344",
editor = "Minhua Ma and Jain, {Lakhmi C.} and Paul Anderson",
booktitle = "Virtual, augmented reality and serious games for healthcare 1",

}

RIS

TY - CHAP

T1 - The use of the Nintendo Wii in motor rehabilitation for virtual reality interventions

T2 - a literature review

AU - Tsekleves, Emmanuel

AU - Warland, Alyson

AU - Kilbride, Cherry

AU - Paraskevopoulos, Ioannis

AU - Skordoulis, Dionysios

PY - 2014

Y1 - 2014

N2 - Several review articles have been published on the use of Virtual Reality (VR) in motor rehabilitation. The majority of these focus on the effectiveness of VR on improving motor function using relatively expensive commercial tools and technologies including robotics, cybergloves, cybergrasps, joysticks, force sensors and motion capture systems. However, we present the case in this chapter that game sensors and VR technologies which can be customized and reconfigured, such as the Nintendo Wii, provide an alternative and affordable VR intervention for rehabilitation. While the performance of many of the Wii based interventions in motor rehabilitation are currently the focus of investigation by researchers, an extensive and holistic discussion on this subject does not yet exist. As such, the purpose of this chapter is to provide readers with an understanding of the advantages and limitations of the Nintendo Wii game sensor device (and its associated accessories) for motor rehabilitation and in addition, to outline the potential for incorporating these into clinical interventions for the benefit of patients and therapists.

AB - Several review articles have been published on the use of Virtual Reality (VR) in motor rehabilitation. The majority of these focus on the effectiveness of VR on improving motor function using relatively expensive commercial tools and technologies including robotics, cybergloves, cybergrasps, joysticks, force sensors and motion capture systems. However, we present the case in this chapter that game sensors and VR technologies which can be customized and reconfigured, such as the Nintendo Wii, provide an alternative and affordable VR intervention for rehabilitation. While the performance of many of the Wii based interventions in motor rehabilitation are currently the focus of investigation by researchers, an extensive and holistic discussion on this subject does not yet exist. As such, the purpose of this chapter is to provide readers with an understanding of the advantages and limitations of the Nintendo Wii game sensor device (and its associated accessories) for motor rehabilitation and in addition, to outline the potential for incorporating these into clinical interventions for the benefit of patients and therapists.

KW - Nintendo Wii

KW - Motor rehabilitation

KW - Literature review

KW - Virtual reality

KW - Gaming

U2 - 10.1007/978-3-642-54816-1_17

DO - 10.1007/978-3-642-54816-1_17

M3 - Chapter

SN - 9783642548154

T3 - Intelligent Systems Reference Library

SP - 321

EP - 344

BT - Virtual, augmented reality and serious games for healthcare 1

A2 - Ma, Minhua

A2 - Jain, Lakhmi C.

A2 - Anderson, Paul

PB - Springer

CY - Berlin

ER -