Related papers: A web-based gamification of upper extremity roboti…
Promotion of healthy habits help maintain and improve people health, reduce disease risks, and manage chronic illness. Regular healthy activities like walking, exercising, healthy eating, drinking water or taking medication on time require…
Gamification has been applied in software engineering to improve quality and results by increasing people's motivation and engagement. A systematic mapping has identified research gaps in the field, one of them being the difficulty of…
Configurable robots are made up of robotic modules that can be assembled or can configure themselves into multiple robot configurations. In this research plan, a method for upper-body rehabilitation will be discussed in the form of a…
Chronic neck pain is a prevalent condition that affects millions of individuals worldwide, causing significant individual suffering and socioeconomic burdens. Although exercise rehabilitation is a staple in relieving pain and improving…
Providing customized products and services in the modern business world is one of the most efficient solutions to improve users' experience and their engagements with the industries. To aim, recommender systems, by producing personalized…
Current research on collaborative robots (cobots) in physical rehabilitation largely focuses on repeated motion training for people undergoing physical therapy (PuPT), even though these sessions include phases that could benefit from…
Current Motor Imagery Brain-Computer Interfaces (MI-BCI) require a lengthy and monotonous training procedure to train both the system and the user. Considering many users struggle with effective control of MI-BCI systems, a more…
In today's world, many patients with cognitive impairments and motor dysfunction seek the attention of experts to perform specific conventional therapies to improve their situation. However, due to a lack of neurorehabilitation…
This paper describes an avenue for artificial and computational intelligence techniques applied within games research to be deployed for purposes of physical therapy. We provide an overview of prototypical research focussed on the…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
Virtual Reality (VR) has been utilized for several applications and has shown great potential for rehabilitation, especially for home therapy. However, these systems solely rely on information from VR hand controllers, which do not fully…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…
Currently, lower limb robotic rehabilitation is widely developed, However, the devices used so far seem to not have a uniform criteria for their design, because, on the contrary, each developed mechanism is often presented as if it does not…
Robotic systems are increasingly used in rehabilitation to provide high intensity training for patients with motor impairment. The results of controlled trials involving human subjects confirm the effectiveness of robot-enhanced methods and…
Individuals with diverse motor abilities often benefit from intensive and specialized rehabilitation therapies aimed at enhancing their functional recovery. Nevertheless, the challenge lies in the restricted availability of…
Imitation learning from human demonstrations has become a dominant approach for training autonomous robot policies. However, collecting demonstration datasets is costly: it often requires access to robots and needs sustained effort in a…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
Artificial intelligence (AI) and robotic coaches promise the improved engagement of patients on rehabilitation exercises through social interaction. While previous work explored the potential of automatically monitoring exercises for AI and…
We explore novel game mechanics and techniques in the domain of gamified and game-based mobile mental health applications. By combining modern game design elements with techniques applied by practitioners (e.g., therapists) and known…
The upper limb robotic exoskeleton is an electromechanical device which use to recover a patients motor dysfunction in the rehabilitation field. It can provide repetitive, comprehensive, focused, positive, and precise training to regain the…