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Interactive Games with Robotic and Augmented Reality Technology in Cognitive and Motor Rehabilitation
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Author(s): Ana Belén Naranjo-Saucedo (Virgen del Rocio University Hospital, Spain), Cristina Suárez-Mejías (Virgen del Rocio University Hospital, Spain), Carlos L. Parra-Calderón (Virgen del Rocio University Hospital, Spain), Ester González-Aguado (Fundació Privada Sant Antoni Abat, Spain), Frida Böckel-Martínez (Fundació Privada Sant Antoni Abat, Spain), Antoni Yuste-Marco (Fundació Privada Sant Antoni Abat, Spain), Pablo Bustos (University of Extremadura, Spain), Luis Manso (University of Extremadura, Spain), Pilar Bachiller (University of Extremadura, Spain), Sergi Plana (m-BOT Solutions SL, Spain), Jose M. Diaz (m-BOT Solutions SL, Spain), Ricardo Boniche (m-BOT Solutions SL, Spain)and Adriá Marco (m-BOT Solutions SL, Spain)
Copyright: 2012
Pages: 22
Source title:
Handbook of Research on Serious Games as Educational, Business and Research Tools
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal)
DOI: 10.4018/978-1-4666-0149-9.ch063
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Abstract
Over the years, robotics have become technological service tools in different application domains. This chapter presents a direct application of games and robotics as therapeutic tools in the healthcare of patients. These strategies are used in ACROSS project, involving more than 100 researchers from 13 Spanish entities. The main objective of this project is to modify the current perspective of the therapies, taking advantage of the game properties that will be implemented in social robots, which are blocked in providing predefined services. These new systems are able to self-reconfigure and adapt autonomously. In order to provide an open framework for collaboration between universities, research centres, and the Administration, ACROSS will develop Open Source Services available to everybody. This chapter aims to contribute a new overview of treatment therapies with elderly and paediatric patients that present cognitive and motor impairments as well as present the methodology of evaluation to determine the effect of games and social robots as a means to carry out a therapy.
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