Gamified platform to aid physiotherapeutic treatment of epicondylitis. De Araujo, F., Ferreira, N., Valente, A., Soares, S., De Trindade, G., Pimentel, H., Bruno, L., Neto, M., Nunes, M., & Macedo, S. In 2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020, 2020. doi abstract bibtex © 2020 IEEE. The physiotherapeutic process is widely discussed and of fundamental importance for the recovery of patients who suffer from any injury or adverse muscle condition. For best results, it is of primary importance that the patient maintains a pace of treatment and remains engaged in the activities required by the Physiotherapist. In this context, an approach that improves such engagement with concern for usability and acceptance by patients is explored in this article. A gamified platform was created, capable of capturing the time of exposure to the movement of squeezing a handgrip and expressing the patient's results in a swordsman-themed versus game, through the reading of neuromuscular signals captured by a MYO armband.
@inproceedings{
title = {Gamified platform to aid physiotherapeutic treatment of epicondylitis},
type = {inproceedings},
year = {2020},
keywords = {MYO,epicondylitis,gamification,physiotherapy},
id = {30fd8a14-0f2f-3cbc-b801-ea6d96ce038d},
created = {2020-10-23T23:59:00.000Z},
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last_modified = {2020-10-27T16:14:42.438Z},
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starred = {false},
authored = {true},
confirmed = {false},
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abstract = {© 2020 IEEE. The physiotherapeutic process is widely discussed and of fundamental importance for the recovery of patients who suffer from any injury or adverse muscle condition. For best results, it is of primary importance that the patient maintains a pace of treatment and remains engaged in the activities required by the Physiotherapist. In this context, an approach that improves such engagement with concern for usability and acceptance by patients is explored in this article. A gamified platform was created, capable of capturing the time of exposure to the movement of squeezing a handgrip and expressing the patient's results in a swordsman-themed versus game, through the reading of neuromuscular signals captured by a MYO armband.},
bibtype = {inproceedings},
author = {De Araujo, F.M.A. and Ferreira, N.M.F. and Valente, A. and Soares, S.F.S.P. and De Trindade, G.D.M. and Pimentel, H.I.C. and Bruno, L.C. and Neto, M.J.A. and Nunes, M.V.C.B. and Macedo, S.S.},
doi = {10.1109/SeGAH49190.2020.9201629},
booktitle = {2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020}
}
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