F. G. Fernandes, Igor de Andrade Moraes, Pedro Arantes Mendonca Toledo Almeida, L. C. Oliveira, Alexandre Cardoso, E. Lamounier
{"title":"抓住生活:使用虚拟现实和可穿戴Myo支持物理康复的严肃游戏","authors":"F. G. Fernandes, Igor de Andrade Moraes, Pedro Arantes Mendonca Toledo Almeida, L. C. Oliveira, Alexandre Cardoso, E. Lamounier","doi":"10.1109/SVR.2016.33","DOIUrl":null,"url":null,"abstract":"The use of virtual rehabilitation through games aims to simulate real situations. Thus, it is noticed that the use of this takes away the patient from the pain's focus or discomfort and also improves the functionality of the affected limbs and leads him to resume the activities in the areas of occupational performance. In this work, titled Grab the Life, Virtual Reality technology has been used along with the wearable device Myo, applied to serious games context for people with congenital and/or acquired abscence of forearm, in order to motivate them to use prosthesis, aimed mainly for children and adolescents.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Grab the Life: Serious Game to Support Physical Rehabilitation Using Virtual Reality and Wearable Myo\",\"authors\":\"F. G. Fernandes, Igor de Andrade Moraes, Pedro Arantes Mendonca Toledo Almeida, L. C. Oliveira, Alexandre Cardoso, E. Lamounier\",\"doi\":\"10.1109/SVR.2016.33\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The use of virtual rehabilitation through games aims to simulate real situations. Thus, it is noticed that the use of this takes away the patient from the pain's focus or discomfort and also improves the functionality of the affected limbs and leads him to resume the activities in the areas of occupational performance. In this work, titled Grab the Life, Virtual Reality technology has been used along with the wearable device Myo, applied to serious games context for people with congenital and/or acquired abscence of forearm, in order to motivate them to use prosthesis, aimed mainly for children and adolescents.\",\"PeriodicalId\":444488,\"journal\":{\"name\":\"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)\",\"volume\":\"44 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-06-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SVR.2016.33\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SVR.2016.33","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Grab the Life: Serious Game to Support Physical Rehabilitation Using Virtual Reality and Wearable Myo
The use of virtual rehabilitation through games aims to simulate real situations. Thus, it is noticed that the use of this takes away the patient from the pain's focus or discomfort and also improves the functionality of the affected limbs and leads him to resume the activities in the areas of occupational performance. In this work, titled Grab the Life, Virtual Reality technology has been used along with the wearable device Myo, applied to serious games context for people with congenital and/or acquired abscence of forearm, in order to motivate them to use prosthesis, aimed mainly for children and adolescents.