[HTML][HTML] A systematic review of gamification in e-Health

L Sardi, A Idri, JL Fernández-Alemán - Journal of biomedical informatics, 2017 - Elsevier
Gamification is a relatively new trend that focuses on applying game mechanics to non-
game contexts in order to engage audiences and to inject a little fun into mundane activities …

Immersive virtual reality serious games for evacuation training and research: A systematic literature review

Z Feng, VA González, R Amor, R Lovreglio… - Computers & …, 2018 - Elsevier
An appropriate and safe behavior for exiting a facility is key to reducing injuries and
increasing survival when facing an emergency evacuation in a building. Knowledge on the …

A review of computer vision-based approaches for physical rehabilitation and assessment

B Debnath, M O'brien, M Yamaguchi, A Behera - Multimedia Systems, 2022 - Springer
The computer vision community has extensively researched the area of human motion
analysis, which primarily focuses on pose estimation, activity recognition, pose or gesture …

Accuracy and robustness of Kinect pose estimation in the context of coaching of elderly population

Š Obdržálek, G Kurillo, F Ofli, R Bajcsy… - … Conference of the …, 2012 - ieeexplore.ieee.org
The Microsoft Kinect camera is becoming increasingly popular in many areas aside from
entertainment, including human activity monitoring and rehabilitation. Many people …

Biomechanical validation of upper-body and lower-body joint movements of kinect motion capture data for rehabilitation treatments

A Fern'ndez-Baena, A Susin… - 2012 fourth international …, 2012 - ieeexplore.ieee.org
New and powerful hardware like Kinect introduces the possibility of changing biomechanics
paradigm, usually based on expensive and complex equipment. Kinect is a marker less and …

Assessing the core elements of the gaming experience

EH Calvillo-Gámez, P Cairns, AL Cox - Game user experience evaluation, 2015 - Springer
This chapter presents the theory of the Core Elements of the Gaming Experience (CEGE).
The CEGE are the necessary but not sufficient conditions to provide a positive experience …

Motor rehabilitation using Kinect: a systematic review

A Da Gama, P Fallavollita, V Teichrieb… - Games for health …, 2015 - liebertpub.com
Background: Interactive systems are being developed with the intention to help in the
engagement of patients on various therapies. Amid the recent technological advances …

Efficient spatio-temporal hole filling strategy for kinect depth maps

M Camplani, L Salgado - Three-dimensional image …, 2012 - spiedigitallibrary.org
In this paper we present an efficient hole filling strategy that improves the quality of the depth
maps obtained with the Microsoft Kinect device. The proposed approach is based on a joint …

An analysis of VR technology used in immersive simulations with a serious game perspective

A Menin, R Torchelsen, L Nedel - IEEE computer graphics and …, 2018 - ieeexplore.ieee.org
Using virtual environments (VEs) is a safer and cost-effective alternative to executing
dangerous tasks, such as training firefighters and industrial operators. Immersive virtual …

A feasibility study of an upper limb rehabilitation system using kinect and computer games

I Pastor, HA Hayes… - 2012 annual international …, 2012 - ieeexplore.ieee.org
A new low-cost system for rehabilitation of the impaired upper limb for stroke survivors is
presented. A computer game was developed specifically for this purpose and the user's …