Modern Stroke Rehabilitation through e-Health-based Entertainment

This book describes a new, “e-Health” approach to stroke rehabilitation.  The authors propose an alternative approach that combines state of the art ICT technologies ranging from Augmented and Virtual Reality gaming environments to latest advances in

  • PDF / 11,924,406 Bytes
  • 329 Pages / 439.42 x 683.15 pts Page_size
  • 19 Downloads / 180 Views

DOWNLOAD

REPORT


Modern Stroke Rehabilitation through e-Health-based Entertainment

Modern Stroke Rehabilitation through e-Health-based Entertainment

Emmanouela Vogiatzaki • Artur Krukowski Editors

Modern Stroke Rehabilitation through e-Health-based Entertainment

Editors Emmanouela Vogiatzaki Research for Science, Art and Technology (RFSAT) Ltd Sheffield, UK

Artur Krukowski Intracom S. A. Telecom Solutions Peania, Greece

ISBN 978-3-319-21292-0 ISBN 978-3-319-21293-7 DOI 10.1007/978-3-319-21293-7

(eBook)

Library of Congress Control Number: 2015944313 Springer Cham Heidelberg New York Dordrecht London © Springer International Publishing Switzerland 2016 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper Springer International Publishing AG Switzerland is part of Springer Science+Business Media (www.springer.com)

Preface

The ideas presented in this book have been brewing in our minds for several years. Before receiving funding from the European Commission under the Seventh Framework Program, we made several attempts at both the national and international levels. One could say that our proposals did not fit the current needs of the users and the market at the time and/or were too innovative. We leave this for our readers to judge. Certainly, the use of games as incentives for patients to get more involved in their rehabilitation, especially after such serious episodes as strokes has been suggested and tried already and in many different forms, as we have also indicated in this book. Using immersive user interfaces helps patients to exercise their bodies (and minds) while virtual (sometimes also augmented) reality games offer an enjoyable experience allowing users to forget for a moment about their condition. Nevertheless, they can notice significant improvements while having fun. This is the great advantage of the solution that we describe in this book. Certainly, technologies behind the StrokeBack system are not trivial. We have done extensive applied research on se