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Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation.

, , , , , , and . HCI (14), volume 6774 of Lecture Notes in Computer Science, page 243-252. Springer, (2011)

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Interactive game-based rehabilitation using the Microsoft Kinect., , , , , , , and . VR, page 171-172. IEEE Computer Society, (2012)An Intelligent Virtual Human System for Providing Healthcare Information and Support., , , , , , , , , and 2 other author(s). MMVR, volume 163 of Studies in Health Technology and Informatics, page 503-509. IOS Press, (2011)Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit., , , , , and . Computers & Graphics, 37 (3): 193-201 (2013)SmartGlove for upper extremities rehabilitative gaming assessment., , , , , and . PETRA, page 20. ACM, (2012)Clinical Virtual Reality., , and . Handbook of Virtual Environments, 2nd ed., CRC Press, (2014)Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation., , , , , , and . HCI (14), volume 6774 of Lecture Notes in Computer Science, page 243-252. Springer, (2011)Virtual Reality Applications for Addressing the Needs of those Aging with Disability., , , , , , , , and . MMVR, volume 163 of Studies in Health Technology and Informatics, page 510-516. IOS Press, (2011)Development and evaluation of low cost game-based balance rehabilitation tool using the microsoft kinect sensor., , , , , and . EMBC, page 1831-1834. IEEE, (2011)Towards pervasive physical rehabilitation using Microsoft Kinect., , , , , , , and . PervasiveHealth, page 159-162. IEEE, (2012)Virtual Humans for Learning., , , , , , , , and . AI Magazine, 34 (4): 9- (2013)