<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Virtual Reality Based Rehabilitation and Game Technology</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alessandro De Mauro eHealth</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>San Sebastián</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Spain</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ademauro@vicomtech.org</string-name>
        </contrib>
      </contrib-group>
      <fpage>48</fpage>
      <lpage>52</lpage>
      <abstract>
        <p>Virtual Reality technology is currently part of advanced physical rehabilitation therapy. However, several questions remain unanswered: Can this technology improve or even substitute the traditional methodologies? Can it really influence the nervous system or does moving within a virtual environment just motivate the individual to perform? In this paper we present the state of the art, the new advanced technology available and the most promising applications in this field. Finally we will introduce our research as a case study in the area.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Rehabilitation</kwd>
        <kwd>Therapy</kwd>
        <kwd>Virtual Reality</kwd>
        <kwd>Motor Disorders</kwd>
        <kwd>Game Technology</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION TO VIRTUAL REHABILITATION
Following an authoritative description of traditional
rehabilitation therapy of motor disorders [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] it is by its
nature repetitive, and repetition tends to “decouple” the
mind, and reduce patient’s motivation. In other words: it is
boring.
      </p>
      <p>
        There are several universally accepted definitions of
Virtual reality (VR). One of the most clear was provided in
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]: VR is an immersive, interactive, 3-dimensional
computer experience occurring in real time.
      </p>
      <p>
        Virtual reality has the ability to simulate real-life tasks [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
and comes together with several evident benefits for
rehabilitation:
1) specificity and adaptability to each patient and disease;
      </p>
    </sec>
    <sec id="sec-2">
      <title>2) repeatability;</title>
    </sec>
    <sec id="sec-3">
      <title>3) ability to provide patient engagement;</title>
    </sec>
    <sec id="sec-4">
      <title>4) tele-rehabilitation and remote data access;</title>
      <p>Copyright © 2011 for the individual papers by the papers'
authors. Copying permitted only for private and academic
purposes. This volume is published and copyrighted by
the editors of EICS4Med 2011.</p>
    </sec>
    <sec id="sec-5">
      <title>5) capability for precise assessment;</title>
    </sec>
    <sec id="sec-6">
      <title>6) safety.</title>
      <p>VR offers the possibility to be precisely adapted to the
patient’s therapy and to be specific. VR environments can
provide realistic training for the patient in different
scenarios and phases of the rehabilitation.</p>
      <p>Repetition is crucial for the re-learning of motor functions
and for the training of the cortical activity. This task has to
be connected with the sensorial feedback on every single
exercise.</p>
      <p>
        Patient motivation is fundamental because active
cooperation of the patient is needed to achieve a more
functional outcome of the therapy. Motivation can be
improved by assigning a serious game format to the
therapy. In this way the training activity becomes more
attractive and interesting [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ].
      </p>
      <p>Remote data access is a fundamental requirement,
especially for rural patients, since they do not have to travel
to urban clinics.</p>
      <p>
        In addition, VR represents a precise tool for the assessment
of the therapy during each session. The (tracked/saved)
data can be used by the rehabilitation specialists for
monitoring and managing the therapy [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>By using VR in conjunction with Human Computer
Interfaces (HCI) the training of daily life activities can be
much improved in terms of time and quality. This approach
permits a realistic and ergonomic training in a safe,
interactive and immersive environment. In particular, VR
provides the user with the possibility to perform tasks with
a degree of safety which is normally not possible in the
traditional rehabilitation. VR provides the rehabilitators
with the possibility to influence qualitatively the training
program, even in real-time. Another evident benefit is the
patient’s engagment which is a key factor in rehabilitation
(especially for children).</p>
      <p>Examples of interfaces able to interact with VR are mice,
joysticks, haptic interfaces with force feedback and motion
tracking systems.</p>
      <p>
        Several researches have shown that, during VR
rehabilitation, the movements are very similar to those used
in traditional therapy. Although they appear to be a bit
slower and less accurate, [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ] show that they are anyway
appropriate for rehabilitation. Finally, [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] have proven good
results in executing the movements trained in VR in reality.
In [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], and [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] good results are shown in improving
of motor skills for post-stroke rehabilitation of functional
deficits in reaching, hand function and walking,
respectively. A personal computer based desktop VR
system was developed in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] for rehabilitating hand
function in stroke patients. The system uses a tracking
system based on gloves to exercise four parameters of hand
movement: range, speed, fractionation, and strength. Their
results show that each patient showed improvement on
most of the hand parameters over the course of the training
and that some of the subjects have re-learned difficult
functions of daily life like buttoning a shirt.
      </p>
      <p>
        Some of the significant studies on the application of
robotics and VR for rehabilitation purposes shall be
introduced briefly. In [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], results were presented obtained
from the comparison of a training with a robot-virtual
reality system with a robot alone on the gait of individuals
after stroke.
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] presents a development of an advanced upper
extremity prosthesis with the potential to restore full motor
and sensory capability to upper extremity amputee patients.
In addition, a GUI interface for patient training and
therapeutic applications was developed during this
research. The Rutgers Arm [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] is one of the first
prototypes composed of a PC, a motion tracking system
and a low-friction table for the upper extremity
rehabilitation. The system has been tested on a chronic
stroke subject and has shown improvements in arm motor
control and shoulder range of motion (Fugl-Meyer [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] test
scores). The same group has developed the Rutgers Ankle
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] for the lower extremity rehabilitation. It is a
haptic/robotic platform, which works with six degrees of
freedom, driving the patient’s feet movements (Fig. 1, up).
The tests of the Rutgers Ankle system have shown that the
group of patients trained with the robotic device coupled
with the VR demonstrated greater changes in velocity and
distance than the group trained with the robot alone [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
Most of the gait rehabilitation systems currently used for
therapy are based both on treadmills and body weight
support. The state-of-art in rehabilitation using virtual
reality (VR) and robotics is provided by Lokomat® and
Armeo® (from Hocoma) for the lower and the upper
extremity, respectively (Fig. 1 down left and right).
These two systems are validated by the medical community
and used in several rehabilitation centers [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Both are
completed by an augmented feedback module which
extends the conventional hardware with a computer and a
large monitor with acoustic stereo feedback together with
software for the interactive training tasks. This option
provides various engaging virtual environments to motivate
your patients, adjustable level of difficulty and intensity
according to the cognitive abilities and the specific needs of
each patient.
      </p>
      <p>Low Cost VR
technology
based</p>
      <p>Rehabilitation
using
game
Recently there has been an explosion of new technologies:
especially low cost gaming devices based on optical
tracking systems, radio frequencies, infrared cameras, and
haptics are accessible to almost everybody.</p>
      <p>
        Considering the general trend to decrease the costs for the
health systems all over the world one question comes up
urgently: can low-cost gaming technology serve the needs
of at least not severely injured patients with motor
disorders?
In terms of costs and deployment logistics it is evident that
a transition of the rehabilitation from traditional hospitals
or clinics to home environments can be a winning
challenge [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>Many research groups have started the exploration of the
use of such systems like Nintendo Wii® or more recently
Kinect® as tools for rehabilitative therapy, including
occupational and physical therapy.</p>
      <p>An exploration of researches and low-cost programs is
presented below.</p>
      <p>
        An example of tele-rehabilitation can be found in [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ],
where a home-based tele-rehabilitation system based on
low-cost haptic devices (game pad and joysticks) is
described. The system focuses on a series of virtual reality
therapeutic exercises for upper limb motor rehabilitation. It
provides effective visualization and quantification of the
patient’s motions and associated pathologies. Therapists
can access remotely the collected data.
      </p>
      <p>
        Sony PlayStation2® was successfully used as low-cost VR
system in home environment by [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] to improve
sensory/motor recovery on an individual two years
poststroke with residual sensorimotor deficits.
      </p>
      <p>
        Sony PlayStation3® was used for tele-rehabilitation of
children with hemiplegia togheter with 5DT 5 Ultra (five
sensor) glove for the hand tracking, a computer, display,
keyboard and a mouse [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
      </p>
      <p>
        The release of the Wii® Fit (software) and Wii Balance
(platform) has stimulated new researches. The system
eBavir is a low-cost balance virtual rehabilitation system
based on the Wii® balance board.
[
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] has presented a comparison of the feasibility, safety,
and efficacy of virtual reality using the Nintendo Wii
gaming system (VRWii) versus standard rehabilitation to
evaluate arm motor improvement. They have shown that
gaming technology represents a safe, feasible, and
potentially effective alternative to facilitate rehabilitation
therapy and promote motor recovery after stroke.
Another reference research group in the field is working
about virtual rehabilitation using Kinect® [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. In particular
they are developing a high level library (the Flexible
Action and Articulated Skeleton Toolkit) which can be
used upon the open source library OpenNI [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] to produce
virtual rehabilitation software.
      </p>
      <p>
        Case Study: the HYPER project
We are currently working on providing a VR rehabilitation
platform for the HYPER project [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. This research
involves different results in neurorobotics (NR) and motor
neuroprosthetics (MNP), both for rehabilitation and
functional compensation of motor disorders.
      </p>
      <p>The project focuses its activities on new wearable
NRMNP systems that will combine biological and artificial
structures in order to overcome the major limitations of the
current rehabilitation solutions to Cerebrovascular Accident
(CVA) and Spinal Cord Injury (SCI).</p>
      <p>VR, an important part of the complex system, was initially
based on radio frequency tracking technology. This
solution offers good tracking performances but it suffers
from the use of many cables.</p>
      <p>Considering the patient’s needs it is therefore not an
optimal solution. Therefore we are now exploring a new
wireless and inexpensive technology: Kinect®.</p>
      <p>First results (see Fig. 2) are very promising and even if the
accuracy of the tracking has to be measured exactly it
seems that for this type of application the needs in terms of
accuracy are not highly demanding. Additionally the
tracking system appears to be robust enough to track the
patient and the related robotic exoskeleton or
neuroprosthetic devices on both upper and lower part of the
body.</p>
      <p>A limitation to be considered is that the Kinect® IR tracking
suffers when the subject is illuminated strongly by the sun
light. This is, however, a merely technological limitation
which can be overridden.</p>
      <p>Finally, a further part of our research concerns the
conjunction between a Brain Computer Interface and virtual
reality in order to create a good diagnostic and personalized
environment in which it is possible to study the brain signals
as answers to external (VR) stimuli or to assess the progress
of the patient in the rehabilitation therapy.
CONCLUSIONS
This paper reviews the state of art, advantages and
perspectives of Virtual Rehabilitation used in various forms
of therapy. The recent introduction of new technology,
originally developed for game purposes, provides a number
of challenges and increases the possibilities of Virtual
Rehabilitation to gain wide acceptance.</p>
      <p>We have presented, as a case study, the first development
status of an advanced system that combines VR based on
game technology with a hybrid NR and MNP system for
functional compensation of motor disorders.</p>
      <p>ACKNOWLEDGMENTS
This paper is a dissemination activity of the HYPER
project funded by CONSOLIDER-INGENIO 2010,
Spanish Ministry for Science and Innovation.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Burdea</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          <article-title>Keynote Address: Virtual Rehabilitation Benefits and Challenges</article-title>
          ,
          <source>Proc. 1st Int'l Workshop on Virtual Reality Rehabilitation (Mental Health, Neurological</source>
          , Physical, Vocational), IEEE CS Press,
          <year>2002</year>
          , pp.
          <fpage>1</fpage>
          -
          <lpage>11</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Reid</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          <article-title>The influence of virtual reality on playfulness in children with cerebral palsy: a pilot study</article-title>
          .
          <source>Occupational Therapy Int</source>
          .
          <year>2004</year>
          ;
          <volume>11</volume>
          :
          <fpage>131</fpage>
          -
          <lpage>144</lpage>
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Adamovich</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          et al.
          <article-title>A virtual reality Based Exercise System for Hand Rehabilitation Post-Stroke</article-title>
          . Presence, Special Issue on Virtual Rehabilitation,
          <volume>14</volume>
          (
          <issue>2</issue>
          ),
          <fpage>161</fpage>
          -
          <lpage>174</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Weiss</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kizony</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Feintuch</surname>
            ,
            <given-names>U.</given-names>
          </string-name>
          and
          <string-name>
            <surname>Katz</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          ,
          <article-title>Virtual reality in neurorehabilitation Textbook of neural repair and neurorehabilitation</article-title>
          , vol.
          <volume>2</volume>
          , pp.
          <fpage>182</fpage>
          -
          <lpage>197</lpage>
          ,
          <year>2006</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Fidopiastis</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          et al.,
          <article-title>Human experience modeler: Context-driven cognitive retraining to facilitate transfer of learning,” CyberPsychology &amp; Behavior</article-title>
          , vol.
          <volume>9</volume>
          , pp.
          <fpage>183</fpage>
          -
          <lpage>187</lpage>
          ,
          <year>2006</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Cano de la Cuerda</surname>
          </string-name>
          , R. et al., Telerehabilitacion y neurología,
          <source>Rev Neurol</source>
          , vol.
          <volume>51</volume>
          , pp.
          <fpage>49</fpage>
          -
          <lpage>56</lpage>
          ,
          <year>2010</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Rizzo</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kin</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <article-title>A swot analysis of the field of vr rehabilitation and therapy</article-title>
          ,
          <source>Presence: Teleoperators and Virtual Environments</source>
          , vol.
          <volume>14</volume>
          , pp.
          <fpage>119</fpage>
          -
          <lpage>46</lpage>
          ,
          <year>2005</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Viau</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          et al.,
          <article-title>Reaching in reality and virtual reality: a comparison of movement kinematics in healthy subjects and in adults with hemiparesis</article-title>
          ,
          <source>Journal of neuroengineering and rehabilitation</source>
          , vol.
          <volume>1</volume>
          ,
          <string-name>
            <surname>December</surname>
          </string-name>
          <year>2004</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Subramanian</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          et al.,
          <article-title>Virtual reality environments for post-stroke arm rehabilitation</article-title>
          ,
          <source>Journal of neuroengineering and rehabilitation</source>
          , vol.
          <volume>4</volume>
          ,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Holden</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Todorov</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Callahan</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bizzi</surname>
          </string-name>
          , E.:
          <article-title>Virtual environment training improves motor performance in two patients with stroke: case report</article-title>
          .
          <source>Neurol Rep</source>
          .
          <volume>23</volume>
          (
          <issue>2</issue>
          ),
          <fpage>57</fpage>
          -
          <lpage>67</lpage>
          (
          <year>1999</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Merians</surname>
            ,
            <given-names>A.S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jack</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Boian</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tremaine</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Burdea</surname>
            ,
            <given-names>G.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Adamovich</surname>
            ,
            <given-names>S.V.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Recce</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Poizner</surname>
          </string-name>
          , H.:
          <article-title>VR-augmented rehabilitation for patients following stroke</article-title>
          .
          <source>Physical Therapy</source>
          <volume>82</volume>
          ,
          <fpage>898</fpage>
          -
          <lpage>915</lpage>
          (
          <year>2002</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>You</surname>
            ,
            <given-names>S.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jang</surname>
            ,
            <given-names>S.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kim</surname>
            ,
            <given-names>Y.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hallett</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ahn</surname>
            ,
            <given-names>S.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kwon</surname>
            ,
            <given-names>Y.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kim</surname>
            ,
            <given-names>J.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lee</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          :
          <article-title>Virtual realityinduced cortical reorganization and associated locomotor recovery in chronic stroke. An experimenterblind randomized study</article-title>
          .
          <source>Stroke</source>
          <volume>36</volume>
          ,
          <fpage>1166</fpage>
          -
          <lpage>1171</lpage>
          (
          <year>2005</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Mirelman</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bonato</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Deutsch</surname>
            ,
            <given-names>J.,</given-names>
          </string-name>
          <article-title>Effects of training with a robot-virtual reality system compared with a robot alone on the gait of individuals after stroke</article-title>
          .
          <source>Stroke</source>
          <year>2008</year>
          ;
          <volume>40</volume>
          :
          <fpage>169</fpage>
          -
          <lpage>74</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Jack</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          et al.,
          <string-name>
            <surname>Virtual</surname>
          </string-name>
          Reality-Enhanced Stroke Rehabilitation,
          <source>IEEE Trans. Neural Systems and Rehabilitation Eng.</source>
          , vol.
          <volume>9</volume>
          , no.
          <issue>3</issue>
          ,
          <issue>2001</issue>
          , pp.
          <fpage>308</fpage>
          -
          <lpage>318</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Zeher</surname>
          </string-name>
          , MJ.,
          <string-name>
            <surname>Armiger</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Burck</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Moran</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kiely</surname>
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Weeks</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tsao</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pasquina</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Davoodi</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Loeb</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <article-title>Using a virtual integration environment in treating phantom limb pain</article-title>
          .
          <source>Stud Health Technol. Inform</source>
          .
          <year>2011</year>
          ;
          <volume>163</volume>
          :
          <fpage>730</fpage>
          -
          <lpage>6</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Kuttuva</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          et al.,
          <article-title>The rutgers arm: an upper-extremity rehabilitation system in virtual reality</article-title>
          .
          <source>4th International workshop on virtual reality rehabilitation</source>
          ,
          <source>Catalina Islands, Citeseer</source>
          ,
          <year>2005</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17. Fugl-Meyer, A. et al.
          <article-title>The post-stroke hemiplegic patient A method for evaluation of physical performance</article-title>
          .
          <source>Scandinavian journal of rehabilitation medicine</source>
          , vol
          <volume>7</volume>
          , pp.
          <fpage>13</fpage>
          -
          <lpage>31</lpage>
          ,
          <year>1975</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Boian</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          et al.
          <article-title>Virtual reality-based system for ankle rehabilitation post stroke</article-title>
          ,
          <source>Proceedings of the First International Workshop on Virtual Reality Rehabilitation</source>
          , pp.
          <fpage>77</fpage>
          -
          <lpage>86</lpage>
          , Citeseer ,
          <year>2002</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19.
          <string-name>
            <surname>Deutsch</surname>
            <given-names>J</given-names>
          </string-name>
          . Et al.,
          <article-title>Improved gait and elevation speed of individuals post-stroke after lower extremity training in virtual environments</article-title>
          .
          <source>Journal of Neurologic Physical Therapy</source>
          .
          <year>2004</year>
          ;
          <volume>28</volume>
          :
          <fpage>185</fpage>
          -
          <lpage>186</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>Koenig</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          et al.,
          <article-title>Virtual gait training for children with cerebral palsy using the lokomat gait orthosis</article-title>
          ,
          <source>Medicine meets virtual reality</source>
          , vol.
          <volume>16</volume>
          ,
          <year>2008</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Flynn</surname>
            <given-names>S</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Palma</surname>
            <given-names>P</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bender</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <article-title>Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: A case report</article-title>
          .
          <source>Journal of Neurological Physical Therapy</source>
          <year>2007</year>
          ;
          <volume>31</volume>
          :
          <fpage>180</fpage>
          -
          <lpage>189</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          22.
          <string-name>
            <surname>Dhurjaty</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <source>The Economics of Telerehabilitation, Telemedicine J. and e-Health</source>
          , vol.
          <volume>10</volume>
          , no.
          <issue>2</issue>
          ,
          <issue>2004</issue>
          , pp.
          <fpage>196</fpage>
          -
          <lpage>199</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          23.
          <string-name>
            <surname>Jadhav</surname>
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nair</surname>
            <given-names>P</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Krovi</surname>
            <given-names>V.</given-names>
          </string-name>
          ,
          <article-title>Individualized interactive home-based haptic telerehabilitation</article-title>
          .
          <source>IEEE Multimedia Systems Magazine: Haptic User Interfaces in Multimedia Systems</source>
          ,
          <year>2006</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          24.
          <string-name>
            <surname>Huber</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rabin</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Docan</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Burdea</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nwosu</surname>
            ,
            <given-names>M.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Abdelbaky</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Golomb</surname>
            ,
            <given-names>M.R.</given-names>
          </string-name>
          ,
          <article-title>PlayStation 3-based tele-rehabilitation for children with hemiplegia</article-title>
          ,
          <source>Virtual rehabilitation</source>
          ,
          <year>2008</year>
          , pp.
          <fpage>105</fpage>
          -
          <lpage>112</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          25.
          <string-name>
            <surname>Saposnik</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Teasell</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mamdani</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hall</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>McIlroy</surname>
            ,
            <given-names>W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cheung</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Thorpe</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cohen</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bayley</surname>
            <given-names>M.</given-names>
          </string-name>
          , Stroke Outcome Research Canada (SORCan) Working Group.
          <article-title>Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle</article-title>
          ,
          <source>Stroke</source>
          . 2010 Jul;
          <volume>41</volume>
          (
          <issue>7</issue>
          ):
          <fpage>1477</fpage>
          -
          <lpage>84</lpage>
          . Epub 2010 May 27.
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          26.
          <string-name>
            <surname>Shih-Ching</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          et al.,
          <article-title>Evaluation Approach for PostStroke Rehabilitation via Virtual Reality Aided Motor Training</article-title>
          ,
          <source>HCI International</source>
          <year>2007</year>
          , Beijing,
          <string-name>
            <given-names>P.R.</given-names>
            <surname>China</surname>
          </string-name>
          ,
          <source>July 22-27</source>
          ,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          27.
          <article-title>Flexible Action and Articulated Skeleton Toolkit (FAAST)</article-title>
          , Web: http://projects.ict.usc.edu/mxr/faast/,
          <source>status March</source>
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          28. OpenNI project, Web: http://www.openni.org/,
          <source>status March</source>
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          29.
          <string-name>
            <surname>De Mauro A</surname>
          </string-name>
          . et al.,
          <article-title>Virtual Reality System in Conjunction with Neurorobotics and Neuroprosthetics for Rehabilitation of Motor Disorders, Studies in Health Technology and Informatics</article-title>
          , Vol.
          <volume>163</volume>
          , Ed. Westwood,
          <year>2011</year>
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>