Rodrigo Enríquez Medina, José Ángel Santos Paz, Rodrigo Garcia Carmona
In recent years, video games have gained more traction in fields other than pure entertainment. This has led to a diverse collection of serious games, designed to provide a specific benefit through gamification. In parallel, the latest development in Virtual Reality (VR) devices, initially designed for videogames, has provided an enticing and attractive platform that can be used for the development of healthcare applications. Recent studies have proven that specially tailored games are a viable rehabilitation option, and the intensive development of VR devices during the last 2 years, suggests that the technology has reached a point where it can be used to develop rehabilitation scenarios. with this in mind, this work has explored the viability of developing a VR upper-limb rehabilitation application for the Oculus Quest device that bridges the gap between commercially available gear and medical needs and can be used in a practical way in a rehabilitation clinic or at the patient’s home.
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