Aguilar-Lazcano, Carlos Alberto and Rechy-Ramirez, Ericka Janet and Hu, Huosheng and Rios-Figueroa, Homero Vladimir and Marin-Hernandez, Antonio (2019) Interaction Modalities Used on Serious Games for Upper Limb Rehabilitation: A Systematic Review. Games for Health Journal, 8 (5). pp. 313-325. DOI https://doi.org/10.1089/g4h.2018.0129
Aguilar-Lazcano, Carlos Alberto and Rechy-Ramirez, Ericka Janet and Hu, Huosheng and Rios-Figueroa, Homero Vladimir and Marin-Hernandez, Antonio (2019) Interaction Modalities Used on Serious Games for Upper Limb Rehabilitation: A Systematic Review. Games for Health Journal, 8 (5). pp. 313-325. DOI https://doi.org/10.1089/g4h.2018.0129
Aguilar-Lazcano, Carlos Alberto and Rechy-Ramirez, Ericka Janet and Hu, Huosheng and Rios-Figueroa, Homero Vladimir and Marin-Hernandez, Antonio (2019) Interaction Modalities Used on Serious Games for Upper Limb Rehabilitation: A Systematic Review. Games for Health Journal, 8 (5). pp. 313-325. DOI https://doi.org/10.1089/g4h.2018.0129
Abstract
This systematic review aims to analyze the state-of-the-art regarding interaction modalities used on serious games for upper limb rehabilitation. A systematic search was performed in IEEE Xplore and Web of Science databases. PRISMA and QualSyst protocols were used to filter and assess the articles. Articles must meet the following inclusion criteria: they must be written in English; be at least four pages in length; use or develop serious games; focus on upper limb rehabilitation; and be published between 2007 and 2017. Of 121 articles initially retrieved, 33 articles met the inclusion criteria. Three interaction modalities were found: vision systems (42.4%), complementary vision systems (30.3%), and no-vision systems (27.2%). Vision systems and no-vision systems obtained a similar mean QualSyst (86%) followed by complementary vision systems (85.7%). Almost half of the studies used vision systems as the interaction modality (42.4%) and used the Kinect sensor to collect the body movements (48.48%). The shoulder was the most treated body part in the studies (19%). A key limitation of vision systems and complementary vision systems is that their device performances might be affected by lighting conditions. A main limitation of the no-vision systems is that the range-of-motion in angles of the body movement might not be measured accurately. Due to a limited number of studies, fruitful areas for further research could be the following: serious games focused on finger rehabilitation and trauma injuries, game difficulty adaptation based on user's muscle strength and posture, and multisensor data fusion on interaction modalities.
Item Type: | Article |
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Uncontrolled Keywords: | Interaction modality; Serious game; Upper limb rehabilitation |
Divisions: | Faculty of Science and Health Faculty of Science and Health > Computer Science and Electronic Engineering, School of |
SWORD Depositor: | Unnamed user with email elements@essex.ac.uk |
Depositing User: | Unnamed user with email elements@essex.ac.uk |
Date Deposited: | 06 Jul 2021 09:25 |
Last Modified: | 30 Oct 2024 17:01 |
URI: | http://repository.essex.ac.uk/id/eprint/27849 |
Available files
Filename: JG4H-Vol8-No5-2019.pdf