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Modern Stroke Rehabilitation through...
~
Vogiatzaki, Emmanouela.
Modern Stroke Rehabilitation through e-Health-based Entertainment
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Modern Stroke Rehabilitation through e-Health-based Entertainment/ edited by Emmanouela Vogiatzaki, Artur Krukowski.
other author:
Vogiatzaki, Emmanouela.
Description:
IX, 324 p. 170 illus., 162 illus. in color.online resource. :
Contained By:
Springer Nature eBook
Subject:
Biomedical engineering. -
Online resource:
https://doi.org/10.1007/978-3-319-21293-7
ISBN:
9783319212937
Modern Stroke Rehabilitation through e-Health-based Entertainment
Modern Stroke Rehabilitation through e-Health-based Entertainment
[electronic resource] /edited by Emmanouela Vogiatzaki, Artur Krukowski. - 1st ed. 2016. - IX, 324 p. 170 illus., 162 illus. in color.online resource.
Motivation, Market and European Perspective -- Requirements and Conceptual Architecture -- Data Flow Driven BAN: Architecture and Algorithms -- Body Area Sensing Networks for Physiological Monitoring -- Motivating Rehabilitation through Competitive Gaming -- Kinect-Based Approach to Upper Limb Rehabilitation -- Virtual Reality Gaming with Immersive User Interfaces -- Personal Health Record based e-Health Service Platform -- Prototyping and Business Potential -- Evaluations with Patients and Lessons Learned.
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 immersive user interfaces for delivering a mixed-reality training platform, along with advanced embedded micro sensing and computing devices exhibiting enhanced power autonomy by using the latest Bluetooth Smart communication interfaces and energy saving approaches. These technologies are integrated under the umbrella of an online Personal Health Record (PHR) services allowing for delivery of personalized, patient-centric medical services whether at home, in a clinic or on the move. Describes innovative ways for achieving mixed-reality gaming environments; Enhances immersive experience by combining virtual projections with user interfaces based on body motion analysis; Offers cost-effective body motion capture by hybridizing wearable sensor data; Utilizes energy-efficient micro-embedded sensors for wearable physiological and sensing and activity monitoring applications; Includes innovative, power autonomous sensing using Body Area Networks; Describes the prototype of the portable, integrated rehabilitation training solution.
ISBN: 9783319212937
Standard No.: 10.1007/978-3-319-21293-7doiSubjects--Topical Terms:
588770
Biomedical engineering.
LC Class. No.: R856-857
Dewey Class. No.: 610.28
Modern Stroke Rehabilitation through e-Health-based Entertainment
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Motivation, Market and European Perspective -- Requirements and Conceptual Architecture -- Data Flow Driven BAN: Architecture and Algorithms -- Body Area Sensing Networks for Physiological Monitoring -- Motivating Rehabilitation through Competitive Gaming -- Kinect-Based Approach to Upper Limb Rehabilitation -- Virtual Reality Gaming with Immersive User Interfaces -- Personal Health Record based e-Health Service Platform -- Prototyping and Business Potential -- Evaluations with Patients and Lessons Learned.
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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 immersive user interfaces for delivering a mixed-reality training platform, along with advanced embedded micro sensing and computing devices exhibiting enhanced power autonomy by using the latest Bluetooth Smart communication interfaces and energy saving approaches. These technologies are integrated under the umbrella of an online Personal Health Record (PHR) services allowing for delivery of personalized, patient-centric medical services whether at home, in a clinic or on the move. Describes innovative ways for achieving mixed-reality gaming environments; Enhances immersive experience by combining virtual projections with user interfaces based on body motion analysis; Offers cost-effective body motion capture by hybridizing wearable sensor data; Utilizes energy-efficient micro-embedded sensors for wearable physiological and sensing and activity monitoring applications; Includes innovative, power autonomous sensing using Body Area Networks; Describes the prototype of the portable, integrated rehabilitation training solution.
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