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Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Chapter
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Chapter
}
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 -