Serious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions
Author:
Affiliation:
1. Delft University of Technology, Delft, The Netherlands
2. Leiden University Medical Center, Leiden, The Netherlands
3. Human Interface Technology Laboratory, University of Canterbury, Christchurch, New Zealand
Abstract
Publisher
Walter de Gruyter GmbH
Subject
Computer Networks and Communications,Human-Computer Interaction,Communication,Business, Management and Accounting (miscellaneous),Information Systems,Social Psychology
Link
https://www.degruyter.com/document/doi/10.1515/icom-2016-0020/pdf
Reference32 articles.
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2. Alamri, A., J. Cha and A. El-Saddik. 2010. AR-REHAB: An Augmented Reality Framework for Poststroke-Patient Rehabilitation. Instrumentation and Measurement, IEEE Transactions on, 59(10), pp.2554–2563.
3. Azuma, R., Y. Baillot, R. Behringer, S. Feiner, S. Julier and B. MacIntyre. 2001. “Recent advances in augmented reality,” Comput. Graph. Appl. IEEE, vol. 21, no. 6, pp. 34 –47.
4. Barros, H. O., M. M. Soares, E. L. R. Filho, W. Correia and F. Campos. 2013. Virtual Reality Immersion: An Important Tool for Diagnostic Analysis and Rehabilitation of People with Disabilities. In A. Marcus (Ed.), Design, User Experience, and Usability. User Experience in Novel Technological Environments (Vol. 8014), pp. 337–344. Springer Berlin Heidelberg.
5. Benyon, D., P. Turner and S. Turner. 2005. Designing interactive systems, Addison-Wesley.
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