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Published on 12.11.14 in Vol 2, No 2 (2014): Jul-Dec

This paper is in the following e-collection/theme issue:

Works citing "Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.2933):

(note that this is only a small subset of citations)

  1. Tannous H, Istrate D, Benlarbi-Delai A, Sarrazin J, Ho Ba Tho M, Dao T. Serious Games for Home Based Rehabilitation: Inertial Sensor Energy Consumption. IRBM 2018;39(6):440
    CrossRef
  2. Cohen M. Connected health and multiple sclerosis. Revue Neurologique 2018;174(6):480
    CrossRef
  3. Dantas IV, Leal JC, Hilgert LS, Allegretti ALC, Dos Santos Mendes FA. Training healthy persons and individuals with Parkinson's disease to use Xbox Kinect games: a preliminary study. International Journal of Therapy and Rehabilitation 2018;25(6):280
    CrossRef
  4. Lazarou I, Nikolopoulos S, Petrantonakis PC, Kompatsiaris I, Tsolaki M. EEG-Based Brain–Computer Interfaces for Communication and Rehabilitation of People with Motor Impairment: A Novel Approach of the 21st Century. Frontiers in Human Neuroscience 2018;12
    CrossRef
  5. Massetti T, Fávero FM, Menezes LDCD, Alvarez MPB, Crocetta TB, Guarnieri R, Nunes FLS, Monteiro CBDM, Silva TDD. Achievement of Virtual and Real Objects Using a Short-Term Motor Learning Protocol in People with Duchenne Muscular Dystrophy: A Crossover Randomized Controlled Trial. Games for Health Journal 2018;7(2):107
    CrossRef
  6. Casuso-Holgado MJ, Martín-Valero R, Carazo AF, Medrano-Sánchez EM, Cortés-Vega MD, Montero-Bancalero FJ. Effectiveness of virtual reality training for balance and gait rehabilitation in people with multiple sclerosis: a systematic review and meta-analysis. Clinical Rehabilitation 2018;32(9):1220
    CrossRef
  7. Dauvergne C, Bégel V, Gény C, Puyjarinet F, Laffont I, Dalla Bella S. Home-based training of rhythmic skills with a serious game in Parkinson's disease: Usability and acceptability. Annals of Physical and Rehabilitation Medicine 2018;61(6):380
    CrossRef
  8. Tăut D, Pintea S, Roovers JW, Mañanas M, Băban A. Play seriously: Effectiveness of serious games and their features in motor rehabilitation. A meta-analysis. NeuroRehabilitation 2017;41(1):105
    CrossRef
  9. Albiol-Pérez S, Gil-Gómez J, Muñoz-Tomás M, Gil-Gómez H, Vial-Escolano R, Lozano-Quilis J. The Effect of Balance Training on Postural Control in Patients with Parkinson’s Disease Using a Virtual Rehabilitation System. Methods of Information in Medicine 2017;56(02):138
    CrossRef
  10. Collado-Mateo D, Dominguez-Muñoz FJ, Adsuar JC, Garcia-Gordillo MA, Gusi N. Effects of Exergames on Quality of Life, Pain, and Disease Effect in Women With Fibromyalgia: A Randomized Controlled Trial. Archives of Physical Medicine and Rehabilitation 2017;98(9):1725
    CrossRef
  11. Idriss M, Tannous H, Istrate D, Perrochon A, Salle J, Ho Ba Tho M, Dao T. Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders. JMIR Serious Games 2017;5(3):e14
    CrossRef
  12. Knippenberg E, Verbrugghe J, Lamers I, Palmaers S, Timmermans A, Spooren A. Markerless motion capture systems as training device in neurological rehabilitation: a systematic review of their use, application, target population and efficacy. Journal of NeuroEngineering and Rehabilitation 2017;14(1)
    CrossRef
  13. Bisson EJ, Fakolade A, Pétrin J, Lamarre J, Finlayson M. Exercise interventions in multiple sclerosis rehabilitation need better reporting on comorbidities: a systematic scoping review. Clinical Rehabilitation 2017;31(10):1305
    CrossRef
  14. Tannous H, Istrate D, Ho Ba Tho M, Dao T. Feasibility study of a serious game based on Kinect system for functional rehabilitation of the lower limbs. European Research in Telemedicine / La Recherche Européenne en Télémédecine 2016;5(3):97
    CrossRef
  15. Morrison C, Huckvale K, Corish B, Dorn J, Kontschieder P, O’Hara K, Team AM, Criminisi A, Sellen A. Assessing Multiple Sclerosis With Kinect: Designing Computer Vision Systems for Real-World Use. Human–Computer Interaction 2016;31(3-4):191
    CrossRef
  16. Tannous H, Istrate D, Benlarbi-Delai A, Sarrazin J, Gamet D, Ho Ba Tho M, Dao T. A New Multi-Sensor Fusion Scheme to Improve the Accuracy of Knee Flexion Kinematics for Functional Rehabilitation Movements. Sensors 2016;16(11):1914
    CrossRef
  17. Pham Q, Khatib Y, Stansfeld S, Fox S, Green T. Feasibility and Efficacy of an mHealth Game for Managing Anxiety: “Flowy” Randomized Controlled Pilot Trial and Design Evaluation. Games for Health Journal 2016;5(1):50
    CrossRef
  18. Massetti T, Trevizan IL, Arab C, Favero FM, Ribeiro-Papa DC, de Mello Monteiro CB. Virtual reality in multiple sclerosis – A systematic review. Multiple Sclerosis and Related Disorders 2016;8:107
    CrossRef
  19. Morrison C, D'Souza M, Huckvale K, Dorn JF, Burggraaff J, Kamm CP, Steinheimer SM, Kontschieder P, Criminisi A, Uitdehaag B, Dahlke F, Kappos L, Sellen A. Usability and Acceptability of ASSESS MS: Assessment of Motor Dysfunction in Multiple Sclerosis Using Depth-Sensing Computer Vision. JMIR Human Factors 2015;2(1):e11
    CrossRef
  20. Feys P, Coninx K, Kerkhofs L, De Weyer T, Truyens V, Maris A, Lamers I. Robot-supported upper limb training in a virtual learning environment : a pilot randomized controlled trial in persons with MS. Journal of NeuroEngineering and Rehabilitation 2015;12(1)
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.2933)

:
  1. Casas S, Portalés C, Vera L, Riera JV. Virtual and Augmented Reality in Mental Health Treatment. 2019. chapter 7:95
    CrossRef
  2. Fliess-Douer O, Mason B, Katz L, So CR. Training and Coaching the Paralympic Athlete. 2016. :150
    CrossRef