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Researchers in serious games area and professionals in stroke rehabilitation, working collaboratively in explorative interdisciplinary research studies in order to develop usable and effective applications. This research study aims to investigate the role and usefulness of Video Capture Virtual Reality Technology (VCVRT) in motor impairment rehabilitation, to identify and explore the importance of this technology in healthcare, specifically in motor impairment rehabilitation. The authors concluded from the research study that video capture virtual reality technology is applicable for motor…mehr

Produktbeschreibung
Researchers in serious games area and professionals in stroke rehabilitation, working collaboratively in explorative interdisciplinary research studies in order to develop usable and effective applications. This research study aims to investigate the role and usefulness of Video Capture Virtual Reality Technology (VCVRT) in motor impairment rehabilitation, to identify and explore the importance of this technology in healthcare, specifically in motor impairment rehabilitation. The authors concluded from the research study that video capture virtual reality technology is applicable for motor impairment rehabilitation while considering following factors, i.e. Physiotherapist centered approach, a gaming framework where a portfolio of games can be assembled for individual patients, and video capture virtual reality technology is applicable for home based rehabilitation under the supervision of physiotherapist. Furthermore,physiotherapists' concerns and importance in the intervention of serious games and healthcare area are highlighted by this research work.
Autorenporträt
Muhammad Hanif, M.Sc : Studied Computer Science at Blekinge Institute of Technology (BTH), Sweden. Hamza Niaz, BSc (Hons): Studied Information Technology at Kohat University (KUST), Pakistan and M.Sc in Computer Science at Blekinge Institute of Technology (BTH), Sweden.