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D-flow: immersive virtual reality and real-time feedback for rehabilitation

Published: 11 December 2011 Publication History

Abstract

D-Flow is a software system designed for the development of interactive and immersive virtual reality applications, for the purpose of clinical research and rehabilitation. Key concept of the D-Flow software system is that the subject is regarded as an integral part of a real-time feedback loop, in which multi-sensory input devices measure the behavior of the subject, while output devices return motor-sensory, visual and auditory feedback to the subject. The D-Flow software system allows an operator to define feedback strategies through a flexible and extensible application development framework, based on visual programming. We describe the requirements, architecture and design considerations of the D-Flow software system, as well as a number of applications that have been developed using D-Flow, both for clinical research and rehabilitation.

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  • (2024)Universal Design in ExergamesUniversal Design in Video Games10.1007/978-3-031-30595-5_9(277-293)Online publication date: 23-Apr-2024
  • (2023)CHIBOCompanion of the 2023 ACM/IEEE International Conference on Human-Robot Interaction10.1145/3568294.3580216(725-729)Online publication date: 13-Mar-2023
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Published In

cover image ACM Conferences
VRCAI '11: Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
December 2011
617 pages
ISBN:9781450310604
DOI:10.1145/2087756
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 11 December 2011

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Author Tags

  1. avatars
  2. biomechanical engineering
  3. computer simulation
  4. humans
  5. motion capture
  6. multi-display
  7. postural balance
  8. real-time
  9. rehabilitation
  10. virtual reality

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Cited By

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  • (2024)Technological Features of Immersive Virtual Reality Systems for Upper Limb Stroke Rehabilitation: A Systematic ReviewSensors10.3390/s2411354624:11(3546)Online publication date: 31-May-2024
  • (2024)Universal Design in ExergamesUniversal Design in Video Games10.1007/978-3-031-30595-5_9(277-293)Online publication date: 23-Apr-2024
  • (2023)CHIBOCompanion of the 2023 ACM/IEEE International Conference on Human-Robot Interaction10.1145/3568294.3580216(725-729)Online publication date: 13-Mar-2023
  • (2023)A Systematic Review of Immersive Technologies for Physical Training in Fitness and Sports2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00076(611-621)Online publication date: 16-Oct-2023
  • (2023)A Real-Time Control System of Upper-Limb Human Musculoskeletal Model With Environmental IntegrationIEEE Access10.1109/ACCESS.2023.329610011(74337-74363)Online publication date: 2023
  • (2023)Effects of Virtual Reality on Transtibial Amputation Rehabilitation Outcomes: A Randomized StudyGames for Health Journal10.1089/g4h.2023.005212:6(459-467)Online publication date: 1-Dec-2023
  • (2023)Context expectation influences the gait pattern biomechanicsScientific Reports10.1038/s41598-023-32665-713:1Online publication date: 6-Apr-2023
  • (2023)Computer-assisted robotic system for autonomous unicompartmental knee arthroplastyAlexandria Engineering Journal10.1016/j.aej.2023.03.00570(441-451)Online publication date: May-2023
  • (2022)Walking on Mild Slopes and Altering Arm Swing Each Induce Specific Strategies in Healthy Young AdultsFrontiers in Sports and Active Living10.3389/fspor.2021.8051473Online publication date: 25-Jan-2022
  • (2022)Virtual reality content creation based on self-contained components in the e-learning domain: Re-using pattern-based vr content in different authoring toolkitsMultimedia Tools and Applications10.1007/s11042-022-13362-583:15(46557-46594)Online publication date: 18-Jun-2022
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