… virtual rehabilitation in upper limbs with biocybernetic adaptation: the effects of virtual reality on perceived muscle fatigue, game performance and user experience
MF Montoya, JE Muñoz… - … Systems and Rehabilitation …, 2020 - ieeexplore.ieee.org
… or fatigue) and modulate the virtual activity accordingly. This paper evaluates … effects of
using biocybernetic adaptation in a virtual rehabilitation game that aims to encourage users …
using biocybernetic adaptation in a virtual rehabilitation game that aims to encourage users …
Fatigue-aware videogame using biocybernetic adaptation: A pilot study for upper-limb rehabilitation with sEMG
… levels of perceived fatigue after the end of the training program. … having an enjoyable game
user experience while keeping the … virtual rehabilitation therapies in physical rehabilitation. …
user experience while keeping the … virtual rehabilitation therapies in physical rehabilitation. …
[PDF][PDF] FATIGUE-AWARE GAMING SYSTEM FOR MOTOR REHABILITATION USING BIOCYBERNETIC LOOPS
MFM Vega - repositorio.utp.edu.co
… that aims to improve the classic virtual rehabilitation games by using … ’ perceived fatigue and
a better game user experience … a biocybernetic system designed as an intelligent adaptation …
a better game user experience … a biocybernetic system designed as an intelligent adaptation …
Fatigue-Aware gaming system for motor rehabilitation using biocybernetic loops.
MÍF Montoya Vega - 2019 - repositorio.utp.edu.co
… that aims to improve the classic virtual rehabilitation games by using … ’ perceived fatigue and
a better game user experience … a biocybernetic system designed as an intelligent adaptation …
a better game user experience … a biocybernetic system designed as an intelligent adaptation …
Design of an upper limbs rehabilitation videogame with sEMG and biocybernetic adaptation
… developed following a sequence that can be seen in figure 1. … The user interface elements
are over-imposed in a first-… phantom limb pain (PLP) based on augmented reality and gaming …
are over-imposed in a first-… phantom limb pain (PLP) based on augmented reality and gaming …
[HTML][HTML] Virtual/augmented reality for rehabilitation applications using electromyography as control/biofeedback: systematic literature review
CL Toledo-Peral, G Vega-Martínez… - Electronics, 2022 - mdpi.com
… perceive it as a real time interaction, have seamless digitalization, … [51] use fatigue to adapt
the level of difficulty of the … A virtual rehabilitation system based on EEG-EMG feedback control…
the level of difficulty of the … A virtual rehabilitation system based on EEG-EMG feedback control…
A new adaptive VR-based exergame for hand rehabilitation after stroke
… feedback and a better perception of their own movements. … new therapeutic approach known
as virtual rehabilitation [11]. … the challenge through the biocybernetic adaptation technique. …
as virtual rehabilitation [11]. … the challenge through the biocybernetic adaptation technique. …
[HTML][HTML] Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study
JFV Castillo, MFM Vega, JEM Cardona… - … Serious Games, 2024 - games.jmir.org
… of game user experience and low levels of perceived symptoms … evaluation of ARTTS: an
augmented reality triage tool suite for … videogame with sEMG and biocybernetic adaptation. In: …
augmented reality triage tool suite for … videogame with sEMG and biocybernetic adaptation. In: …
Wearable Sensing based virtual reality rehabilitation scheme for upper limb training
J Zhang, Y Liu, J Liu - International Conference on Intelligent Robotics and …, 2022 - Springer
… to experience perceived challenges when playing games, … of muscle fatigue; (5) There is
no damage to the upper limb … - health benefits of biocybernetic adaptation in senior adults. In: …
no damage to the upper limb … - health benefits of biocybernetic adaptation in senior adults. In: …
Closing the loop in exergaming-health benefits of biocybernetic adaptation in senior adults
… felt so fatigued, therefore favoring the user experience and … user experience perspective,
while biocybernetic adaptation … how both METs and perceived exertion scores did not exceed …
while biocybernetic adaptation … how both METs and perceived exertion scores did not exceed …