压缩 发表于 2025-3-21 19:05:48
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Hardware and Software for Solving the Serious Game Challenge Using Commercial Off-the-Shelf Compone non-standardized application domain and a problem any research project has when looking for a general purpose solution for a specific problem. Here we target the evaluation of a Reference Rehabilitation Platform (RRP) for Serious Games. One constraint in such a case is that all components should beEPT 发表于 2025-3-22 06:09:41
Serious Games for Neuro-Rehabilitation A User Centred Design Approach,ing the Reference Rehabilitation Platform (RRP) for Serious Games as described in book chapter two. The design and development of these games follows a user centred design approach. This book chapter provides an insight into the development cycles, including the results from evaluations with patientMAG 发表于 2025-3-22 08:48:28
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Media Ecology Aspects of Homecare Assistive & Rehabilitation Technology How to Integrate into the Utime of reduced and diminished abilities and health, it is very important to recognize the potential of technological advances to enhance health, abilities and relationships. However, the abilities, needs, aspirations and contextual environments of older people vary greatly. This chapter gives an ov切碎 发表于 2025-3-22 18:03:35
Intuitive Interaction Experiences with User Groups,med to increase the mobility of the elderly, both near their home and on journeys. Currently, elderly people often avoid leaving their home because they feel insecure outdoors. They might have different health problems, sometimes depression and cognitive disorders. As a consequence, their reduced pr红润 发表于 2025-3-22 22:44:23
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Recognizing Emotional States An Approach Using Physiological Devices, research hypothesis that a wearable system can acquire a user’s emotional state by using physiological sensors. The purpose is to develop a personal emotional states recognition system that is practical, reliable, and can be used for health-care related applications. We use, as book chapter three d十字架 发表于 2025-3-23 08:34:00
https://doi.org/10.1007/978-3-658-21957-4Clinical Rehabilitation Experience; Health Data Collection; eHealth; Wearable Computing; Serious Games; C