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Patient follow-up using Serious Games. A feasibility study on low back pain patients.

, , , , , , and . GFHEU, page 185-195. Springer, (2013)

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Patient follow-up using Serious Games. A feasibility study on low back pain patients., , , , , , and . GFHEU, page 185-195. Springer, (2013)3D Analysis of Upper Limbs Motion during Rehabilitation Exercises Using the KinectTM Sensor: Development, Laboratory Validation and Clinical Application., , , , and . Sensors, 18 (7): 2216 (2018)Therapeutic interaction detection for serious games in physical rehabilitation., , , , and . PervasiveHealth, page 406-409. ICST, (2014)Analyzing the quality of experience of computer games in rehabilitation: the therapist's perspective., , , and . REHAB, page 105-108. ACM, (2016)Detection of Interaction with Depth Sensing and Body Tracking Cameras in Physical Rehabilitation., , , , and . REHAB, volume 515 of Communications in Computer and Information Science, page 306-317. Springer, (2014)Balance training using specially developed serious games for cerebral palsy children, a feasibility study., , , , and . PervasiveHealth, page 302-304. ICST, (2014)Three-dimensional functional evaluation of the shoulder complex using the Kinect™ sensor., , , , and . REHAB, page 5-8. ACM, (2016)Biomechanical Analysis of Rehabilitation Exercises Performed During Serious Games Exercises., , , , and . GALA, volume 9599 of Lecture Notes in Computer Science, page 302-311. Springer, (2015)Validation of the Balance Board™ for Clinical Evaluation of Balance Through Different Conditions., , , , and . REHAB, volume 515 of Communications in Computer and Information Science, page 11-23. Springer, (2014)Patients' follow-up using biomechanical analysis of rehabilitation exercises., , , , and . Int. J. Serious Games, (2017)