Proposal of a game streaming based framework for a telerehabilitation system

Multimedia Tools and Applications(2024)

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Abstract
Electronic games are being applied in diverse contexts beyond their conventional entertainment purposes. In academic discourse, they are known exergames when utilized to augment physical fitness or medical rehabilitation therapies. Exergames facilitate the advancement of rehabilitation treatments within clinical or hospital environments, as well as within the confines of a patient's domicile. Nonetheless, notwithstanding the advantages of leveraging exergames, they entail certain expenses for patients, encompassing the procurement of gaming devices and the accompanying controllers. An additional drawback lies in the limited oversight afforded to therapists, necessitating either patient visits to clinics or hospitals or therapist home visits to conduct sessions. To address these concerns, this research proposes the implementation of several innovative technologies as viable solutions to the complex issues identified in the existing literature. These cutting-edge technologies encompass the development of an input device utilizing video object tracking, which serves to regulate the execution of the exergames. The exergames themselves are executed on a remote game server, and their rendered frames are streamed to patients over the Internet through the implementation of a game streaming application. Moreover, to facilitate seamless interaction between patients and therapists during telerehabilitation sessions, a real-time audio and video communication channel is seamlessly integrated into this framework, enabling them to engage with each other regardless of their physical proximity.
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Key words
Exergames,Game Streaming,Serious Games,Remote Rehabilitation,Real-time Streaming
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