Published on in Vol 9, No 4 (2021): Oct-Dec

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/27848, first published .
An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study

An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study

An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study

Journals

  1. Pérez V, Yepes J, Vargas J, Franco J, Escobar N, Betancur L, Sánchez J, Betancur M. Virtual Reality Game for Physical and Emotional Rehabilitation of Landmine Victims. Sensors 2022;22(15):5602 View
  2. MAROTTA N, CALAFIORE D, CURCI C, LIPPI L, AMMENDOLIA V, FERRARO F, INVERNIZZI M, de SIRE A. Integrating virtual reality and exergaming in cognitive rehabilitation of patients with Parkinson disease: a systematic review of randomized controlled trials. European Journal of Physical and Rehabilitation Medicine 2023;58(6) View
  3. Tian M, Cai Y, Zhang J. The Impact of Virtual Reality-Based Products on Mild Cognitive Impairment Senior Subjects: An Experimental Study Using Multiple Sources of Data. Applied Sciences 2023;13(4):2372 View
  4. Giovannini S, Brau F, Galluzzo V, Santagada D, Loreti C, Biscotti L, Laudisio A, Zuccalà G, Bernabei R. Falls among Older Adults: Screening, Identification, Rehabilitation, and Management. Applied Sciences 2022;12(15):7934 View
  5. Rojo-Ramos J, Castillo-Paredes A, Mendoza-Muñoz M, Adsuar J, Polo-Campos I, Gomez-Paniagua S, Galán-Arroyo C. Children’s Influence on Their Parents’ Satisfaction with Physical Activity in Nature: An Exploratory Study. International Journal of Environmental Research and Public Health 2023;20(6):5093 View
  6. Manser P, Huber S, Seinsche J, de Bruin E, Giannouli E, Abu Alim M. Development and initial validation of the German version of the Exergame Enjoyment Questionnaire (EEQ-G). PLOS ONE 2023;18(6):e0286556 View
  7. Tewthanom K, Sukasi S, Lerspalungsanti S, Srisawat F. The potential competency outcome of vigorous brain training game in the elderly: A systematic review. Health Science Reports 2023;6(7) View
  8. Danousis M, Goumopoulos C. A Machine-Learning-Based Motor and Cognitive Assessment Tool Using In-Game Data from the GAME2AWE Platform. Informatics 2023;10(3):59 View
  9. Tacchino A, Ponzio M, Confalonieri P, Leocani L, Inglese M, Centonze D, Cocco E, Gallo P, Paolicelli D, Rovaris M, Sabattini L, Tedeschi G, Prosperini L, Patti F, Bramanti P, Pedrazzoli E, Battaglia M, Brichetto G. An Internet- and Kinect-Based Multiple Sclerosis Fitness Intervention Training With Pilates Exercises: Development and Usability Study. JMIR Serious Games 2023;11:e41371 View
  10. Graves B, Ahmadabadi F. Older Adults: Comparing Traditional Exercise to an Interactive Technology Training. Physical & Occupational Therapy In Geriatrics 2024;42(2):156 View
  11. Gutiérrez-Pérez B, Martín-García A, Murciano-Hueso A, de Oliveira Cardoso A. Use of serious games with older adults: systematic literature review. Humanities and Social Sciences Communications 2023;10(1) View
  12. Khalid U, Naeem M, Stasolla F, Syed M, Abbas M, Coronato A. Impact of AI-Powered Solutions in Rehabilitation Process: Recent Improvements and Future Trends. International Journal of General Medicine 2024;Volume 17:943 View