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Effect of an Internet-Based Pilates Telerehabilitation Intervention in People With Multiple Sclerosis: Protocol for a Randomized Controlled Trial

Effect of an Internet-Based Pilates Telerehabilitation Intervention in People With Multiple Sclerosis: Protocol for a Randomized Controlled Trial

Recently, MS-FIT (HELAGLOBE Società a Relazioni Limitate), a Kinect-based playable exergame implementing Pilates exercises, has been developed by an Italian network of experts in the field of MS rehabilitation for future use in research and clinics [28]. It has been customized for people with MS, allows tailoring the intervention in order to potentiate the effects of an ongoing program, and has been conceived to be developed for asynchronous telerehabilitation purposes.

Andrea Tacchino, Michela Ponzio, Paolo Confalonieri, Letizia Leocani, Matilde Inglese, Diego Centonze, Eleonora Cocco, Paolo Gallo, Damiano Paolicelli, Marco Rovaris, Loredana Sabattini, Gioacchino Tedeschi, Luca Prosperini, Francesco Patti, Edoardo Sessa, Elisabetta Pedrazzoli, Mario Alberto Battaglia, Giampaolo Brichetto

JMIR Res Protoc 2025;14:e58026

An Internet- and Kinect-Based Multiple Sclerosis Fitness Intervention Training With Pilates Exercises: Development and Usability Study

An Internet- and Kinect-Based Multiple Sclerosis Fitness Intervention Training With Pilates Exercises: Development and Usability Study

The developers used the Unity 3 D game engine software with Kinect Sensor V2 for Windows, a markerless tool usually adopted in different research scenarios as a low-cost device alternative to time-of-flight sensors (eg, SR-4000 CW10 by Mesa technologies) and motion tracking systems (eg, Vicon and Optotrac). It was preferred to Kinect Sensor V1 because it provides great precision and more stable results [58].

Andrea Tacchino, Michela Ponzio, Paolo Confalonieri, Letizia Leocani, Matilde Inglese, Diego Centonze, Eleonora Cocco, Paolo Gallo, Damiano Paolicelli, Marco Rovaris, Loredana Sabattini, Gioacchino Tedeschi, Luca Prosperini, Francesco Patti, Placido Bramanti, Elisabetta Pedrazzoli, Mario Alberto Battaglia, Giampaolo Brichetto

JMIR Serious Games 2023;11:e41371

Finding Effective Adjustment Levels for Upper Limb Exergames: Focus Group Study With Children With Physical Disabilities

Finding Effective Adjustment Levels for Upper Limb Exergames: Focus Group Study With Children With Physical Disabilities

As for motion-controlled video games, most studies use Kinect devices (Microsoft Corp) along with commercial video games, which provide accessibility and portability and are low cost. However, these video games do not address the specific needs of patients who sometimes cannot perform the required movements quickly or efficiently enough to succeed during play.

Martina Eckert, Beatriz Domingo Soria, Noelia Terroso Gil

JMIR Serious Games 2023;11:e36110

Effectiveness of Gamification in Knee Replacement Rehabilitation: Protocol for a Randomized Controlled Trial With a Qualitative Approach

Effectiveness of Gamification in Knee Replacement Rehabilitation: Protocol for a Randomized Controlled Trial With a Qualitative Approach

The exergames were played using a motion sensor (Kinect 2.0, Microsoft Corporation) connected to a laptop (Micro-Star International) and controlled with a tablet (Lenovo). Training software (Good Life Kiosk Trainer, Good Life Technology) and television screens offered implementation in the homes of the study participants (Figure 3). Exergaming content and progression were built for players using Physio Tools Online (Physio Tools) exercise library software, enhanced with exergames.

Eeva Aartolahti, Maarit Janhunen, Niina Katajapuu, Juha Paloneva, Konsta Pamilo, Airi Oksanen, Hannes Keemu, Mikko Karvonen, Mika Luimula, Raija Korpelainen, Timo Jämsä, Keijo Mäkelä, Ari Heinonen

JMIR Res Protoc 2022;11(11):e38434

Agreement Between Spatiotemporal Gait Parameters Measured by a Markerless Motion Capture System and Two Reference Systems—a Treadmill-Based Photoelectric Cell and High-Speed Video Analyses: Comparative Study

Agreement Between Spatiotemporal Gait Parameters Measured by a Markerless Motion Capture System and Two Reference Systems—a Treadmill-Based Photoelectric Cell and High-Speed Video Analyses: Comparative Study

In contrast, Lamine et al [7] compared the validity of the Kinect for gait kinematics analysis with that of the Vicon system, and a Cartesian calibration was performed for both motion capture devices. Similarly, Pfister et al [6] compared the concurrent validity of the Kinect with Brekel Kinect software for sagittal plane gait kinematics analysis with that of the Vicon Nexus.

Felipe García-Pinillos, Diego Jaén-Carrillo, Victor Soto Hermoso, Pedro Latorre Román, Pedro Delgado, Cristian Martinez, Antonio Carton, Luis Roche Seruendo

JMIR Mhealth Uhealth 2020;8(10):e19498

Person-Generated Health Data in Simulated Rehabilitation Using Kinect for Stroke: Literature Review

Person-Generated Health Data in Simulated Rehabilitation Using Kinect for Stroke: Literature Review

The inclusion criteria include those full papers written in English that present rehabilitation systems for stroke using Kinect. Exclusion criteria include white papers or systematic or literature reviews, primary purpose of study not being rehabilitation or primary disease case not being stroke, or not using Kinect in any way. Based on our objectives, content of the included papers was primarily analyzed using the following questions: (1) What types of data did patients generate?

Gerardo Luis Dimaguila, Kathleen Gray, Mark Merolli

JMIR Rehabil Assist Technol 2018;5(1):e11

Virtual Reality Cue Refusal Video Game for Alcohol and Cigarette Recovery Support: Summative Study

Virtual Reality Cue Refusal Video Game for Alcohol and Cigarette Recovery Support: Summative Study

Free movement is possible with our game because Kinect (the system) is not hindered by a controller, cords, or bulky head gear. Cognitive behavioral therapy (CBT) has extensive research backing its effectiveness in addiction treatment [21,22]. One important interpersonal component of CBT is refusal skill practice. Patients learn how to respond rapidly, maintain eye contact, and give a clear “no” when offered drugs [23].

Mary P Metcalf, Karen Rossie, Katie Stokes, Christina Tallman, Bradley Tanner

JMIR Serious Games 2018;6(2):e7

Microsoft Kinect-based Continuous Performance Test: An Objective Attention Deficit Hyperactivity Disorder Assessment

Microsoft Kinect-based Continuous Performance Test: An Objective Attention Deficit Hyperactivity Disorder Assessment

One of the devices that are attracting more attention is the Microsoft Kinect. It consists of a standard RGB camera, an infrared sensor, an infrared projector, and a set of 4 microphones. Since its appearance in 2010, several studies have attempted its use for cognitive assessment. For instance, Qiu and Helbig found a statistically significant relation between the corporal posture captured with the Kinect camera and the mental load required to complete 4 different tasks [26].

David Delgado-Gomez, Inmaculada Peñuelas-Calvo, Antonio Eduardo Masó-Besga, Silvia Vallejo-Oñate, Itziar Baltasar Tello, Elsa Arrua Duarte, María Constanza Vera Varela, Juan Carballo, Enrique Baca-García

J Med Internet Res 2017;19(3):e79