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Research Paper

Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology

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Pages 413-422 | Received 01 Jul 2014, Accepted 26 Oct 2014, Published online: 13 Nov 2014

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Read on this site (6)

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Alyson Warland, Ioannis Paraskevopoulos, Emmanuel Tsekleves, Jennifer Ryan, Alexander Nowicky, Josephine Griscti, Hannah Levings & Cherry Kilbride. (2019) The feasibility, acceptability and preliminary efficacy of a low-cost, virtual-reality based, upper-limb stroke rehabilitation device: a mixed methods study. Disability and Rehabilitation 41:18, pages 2119-2134.
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Giorgia Lupinacci, Gianluca Gatti, Corrado Melegari & Saverio Fontana. (2018) Interactive design of patient-oriented video-games for rehabilitation: concept and application. Disability and Rehabilitation: Assistive Technology 13:3, pages 234-244.
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Winnie W. T. Lam & Kenneth N. K. Fong. (2022) The application of markerless motion capture (MMC) technology in rehabilitation programs: a systematic review and meta-analysis. Virtual Reality 27:4, pages 3363-3378.
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Yi-Ting Hwang, Yu-Qian Tung, Chun-Shu Chen & Bor-Shing Lin. (2023) B-Spline Modeling of Inertial Measurements for Evaluating Stroke Rehabilitation Effectiveness. IEEE Transactions on Neural Systems and Rehabilitation Engineering 31, pages 4008-4016.
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Shayne Lin, Jotvarinder Mann, Avril Mansfield, Rosalie H Wang, Jocelyn E Harris & Babak Taati. (2019) Investigating the feasibility and acceptability of real-time visual feedback in reducing compensatory motions during self-administered stroke rehabilitation exercises: A pilot study with chronic stroke survivors. Journal of Rehabilitation and Assistive Technologies Engineering 6, pages 205566831983163.
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E. I. Konstantinidis, A. S. Billis, I. Th. Paraskevopoulos & P. D. Bamidis. (2017) The interplay between IoT and serious games towards personalised healthcare. The interplay between IoT and serious games towards personalised healthcare.
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