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Rehabilitation Using Kinect and an Outlook on Its Educational Applications: A Review of the State of the Art
Author(s) -
Helena Macedo Reis,
Seiji Isotani,
Isabela Gasparini
Publication year - 2015
Publication title -
anais do ... simpósio brasileiro de informática na educação/anais do simpósio brasileiro de informática na educação
Language(s) - English
Resource type - Conference proceedings
eISSN - 2316-6533
pISSN - 2176-4301
DOI - 10.5753/cbie.sbie.2015.802
Subject(s) - rehabilitation , inclusion (mineral) , inclusion and exclusion criteria , work (physics) , computer science , field (mathematics) , human–computer interaction , multimedia , physical medicine and rehabilitation , applied psychology , psychology , physical therapy , engineering , medicine , mathematics , mechanical engineering , social psychology , alternative medicine , pathology , pure mathematics
Rehabilitation using the Kinect technology and systems for educational purposes can influence patient's motivation. However, approaches that use these two aspects together are poorly investigated. To provide an overview and understanding of the results already obtained in this area, a systematic mapping study was conducted in order to analyze how the rehabilitation using Kinect technology has been investigated. In total, 156 studies were analyzed corresponding to 4 years of research in the area of rehabilitation using Kinect. Among these, 51 studies were related to the development of interfaces and only 50 of them satisfied the inclusion and exclusion criteria defined in this work. As a result, we verified that most of the studies have investigated physical rehabilitation of upper body part. Moreover, the most investigated system type was serious game. We also identified that there are opportunities to research for rehabilitation in educational field.

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