Showing 21 - 40 results of 78 for search '"Nintendo Research ', query time: 0.21s Refine Results
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    The Effect of Virtual Rehabilitation and Constraint Induced Movement Therapy (CIMT) on Improving Upper Extremity Motor Activity Post-Stroke by Aiman Farogh Anjum, Humaira Fayyaz, Arif Siddiqui

    Published 2017-09-01
    “…Materials and Methods: The study included 20 stroke patients who were subjected to Constraint Induced Movement Therapy augmented by Virtual Rehabilitation using Nintendo WiiTM four times a week for four weeks. Upper extremity activity capacity and Activities of daily living (ADL) were measured pre- and postintervention using Action Research Arm Test (ARAT) and Barthel Index respectively. …”
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    Article
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    BioNES: A plug-and-play MATLAB-based tool to use NES games for multimodal biofeedback by Kulbhushan Chand, Arun Khosla

    Published 2022-07-01
    “…The system performance and efficacy via randomized controlled trials have been proved in the separate open data research. The BioNES is meant to be a simple plug-and-play and affordable biofeedback solution for researchers without programming experience and casual users to use video games for health.…”
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    Digital Devices for Assessing Motor Functions in Mobility-Impaired and Healthy Populations: Systematic Literature Review by Christine C Guo, Patrizia Andrea Chiesa, Carl de Moor, Mir Sohail Fazeli, Thomas Schofield, Kimberly Hofer, Shibeshih Belachew, Alf Scotland

    Published 2022-11-01
    “…Overall, future research is crucially needed to further consolidate that sensor-derived motion data may lead to the development of robust and transformative digital measurements intended to predict, diagnose, and quantify neurological disease state and its longitudinal change.…”
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    Article
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    Recent Considerations on Gaming Console Based Training for Multiple Sclerosis Rehabilitation by Antonio Celesti, Vincenzo Cimino, Antonino Naro, Simona Portaro, Maria Fazio, Massimo Villari, Rocco Salvatore Calabró

    Published 2022-02-01
    “…In particular, the main scientific contribution of this paper is twofold: (i) to present a preliminary new pilot study investigating whether exercises based on the Nintendo Wii Fit<sup>®</sup> balance board included in a rehabilitation training program could improve physical abilities and Quality of Life (QoL) of patients compared to that of a conventional four-week rehabilitation training program; (ii) to discuss how such a rehabilitation training program could be adopted in the perspective of near future networks of medical IoT-based rehabilitation devices, interconnected with a hospital Cloud system for big data processing to improve patients’ therapies and support the scientific research about motor rehabilitation. …”
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    Motion detection using Nvidia Jetson platfom by Azri Ishak

    Published 2018
    “…Motion Detection is a popular subject of research in the field of image processing. There have been many versions of this process produced to cater for the various applications that require the analysis of motion. …”
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    Final Year Project (FYP)
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    Video game play is positively correlated with well-being by Niklas Johannes, Matti Vuorre, Andrew K. Przybylski

    Published 2021-02-01
    “…We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported play behaviour, we collaborated with two games companies, Electronic Arts and Nintendo of America, to obtain players' actual play behaviour. …”
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    Interactive system for augmented reality control and manipulation by Ong, Benjamin Boon Liang.

    Published 2010
    “…In order to track the infrared, the Nintendo’s Wii Remote Controller (WiiMote) is used. …”
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    Final Year Project (FYP)
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    Haptic vision, acoustic and navigation control in virtual reality game by Basori, Ahmad Hoirul, Bade, Abdullah, Daman, Daut, Sunar, Mohd Shahrizal, Saari, Nadzari

    Published 2007
    “…Virtual reality game (VRG) is a recent research focusing to combine entertainment aspect with educational aspect. …”
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