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

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Published
  • Emmanuel Tsekleves
  • Alyson Warland
  • Cherry Kilbride
  • Ioannis Paraskevopoulos
  • Dionysios Skordoulis
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Publication date2014
Host publicationVirtual, augmented reality and serious games for healthcare 1
EditorsMinhua Ma, Lakhmi C. Jain, Paul Anderson
Place of PublicationBerlin
PublisherSpringer
Pages321-344
Number of pages24
ISBN (electronic)9783642548161
ISBN (print)9783642548154
<mark>Original language</mark>English

Publication series

NameIntelligent Systems Reference Library
PublisherSpringer
Volume68
ISSN (Print)1868-4394

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.