veículo de difusão de informações em análise de marcha, reabilitação e biomecânica, captura de movimento para produções industriais
clinical gait analysis, rehabilitation and biomechanics, industrial "motion capture" (MoCap)



Serious Games:
Health, Rehabilitation, Education,
Industrial Simulation and Engineering


ClinicalTrials.gov (2015-17)




Commercial software for clinical use




Congressos/Conferences




Erasmus University Rotterdam




International Societies




Publicações Científicas




  • Serious games for physical rehabilitation

  • Serious games for physical rehabilitation: designing highly configurable and adaptable games

    L'ubos Omelina, Bernhard Jansen, Bruno Bonnechère, Serge L. Van Sint Jan, Jan Cornelis

    ABSTRACT

    "Computer games have been recognized as a motivational tool in rehabilitation for a decade. Traditional rehabilitation includes exercises which are often considered as repetitive, boring and requires supervision by the therapist. New opportunities in rehabilitation have risen with the emerging popularity of computer games and novel input sensors like 3D cameras, balance boards or accelerometers. Despite active research in this area, there is still lack of available games for rehabilitation mainly due to many different requirements that have to be met for each type of therapy. In this paper we propose a specialized configurable architecture for revalidation games, focusing on neuro-muscular rehabilitation. The proposed architecture enables a therapist to define game controls depending on the patient needs and without any programing skills. We have also implemented a system meeting this architecture and four games using the system in order to verify correctness and functionality of the proposed architecture."

    ICT4Rehab / VR4REHAB / VREPAR






  • The end of active video games and the consequences for rehabilitation

  • Bruno Bonnechère, Lubos Omelina, Katarina Kostkova, Serge Van Sint Jan, Bart Jansen

    "In 2006, Nintendo commercialized a revolutionary new novel gaming system, the Wii with remote controller and added the balance board in 2007. Instead of controlling the games passively with classic controllers, typically sitting in a sofa, the players have to be active and move in order to steer through the games. In 2010, Microsoft also announced a solution for active video games (AVG): the Microsoft Kinect, a markerless camera system that reconstructs a crude skeleton of the players to interact with the games. Their advertisement was "you are the controller." The third dominating console on the market, the PlayStation from Sony, also came with AVG (the PlayStation move, PlayStation Eye and PlayStation Camera). AVG were developed by the companies to contest against players' sedentary behaviour, to increase the level of physical activity and therefore contribute to address obesity and overweight epidemics (Bailey & McInnis, 2011)."

    "Clinicians and researchers have quickly seen the potential offered by these solutions in physical rehabilitation and have tried to integrate AVGs in the conventional treatment of various pathologies."

    "Despite this interest, various clinicians found that the AVG are not adapted for rehabilitation or that the patients were not able to play adequately because of their limitations. However, the devices used to control the AVG (the Wii Remote/Balance Board and the MS Kinect) could still offer possibilities in the rehabilitation field if the games were adapted for the abilities of the patients and their environments."



  • Virtual reality for stroke rehabilitation (Review)

  • Laver KE, Lange B, George S, Deutsch JE, Saposnik G, Crotty M

    Abstract

    Background
    Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinica l settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015.

    Objectives
    Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.

    Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervent ion on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events.

    Search methods
    We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists.

    Selection criteria
    Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become ’immersed’ in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function.

    Data collection and analysis
    Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The r eview authors contacted investigators to obtain missing information"