Open Access
MATEC Web of Conferences
Volume 22, 2015
International Conference on Engineering Technology and Application (ICETA 2015)
Article Number 01036
Number of page(s) 6
Section Information and Communication Technology
Published online 09 July 2015
  1. Alankus, G., Lazar, A., May, M. et al. Towards customizable games for stroke rehabilitation. Proceedings of the 28th international conference on human factors in computing systems, pp: 2113–2122. [Google Scholar]
  2. Association A P. 2000. DSM-IV-TR: Diagnostic and Statistical Manual of Mental Disorders (4th ed.). American Psychiatric Press Inc. [Google Scholar]
  3. Axline, V.M. 2012. Play Therapy. Ballantine Books [Google Scholar]
  4. Bandeira, C., Massetti, T., Dias, T. et al. 2014. Transfer of motor learning from virtual to natural environments in individuals with cerebral palsy. Research in Developmental Disabilities. 35(10): 2430–2437. [CrossRef] [Google Scholar]
  5. Bao, X., Mao, Y., Lin, Q. et al. 2013. Mechanism of Kinect-based virtual reality training for motor functional recovery of upper limbs after subacute stroke. Neural Regeneration Research, 8(31): 2904. [Google Scholar]
  6. Bartoli, L., Corradi, C., Garzotto, F. et al. 2013. Exploring motion-based touchless games for autistic children’s learning. Proceedings of the 12th International Conference on Interaction Design and Children. ACM, pp: 102–111. [Google Scholar]
  7. Bonnechere, B., Jansen, B., Omelina, L. et al. 2014. Can serious games be incorporated with conventional treatment of children with cerebral palsy? A Review. Re-search in Developmental Disabilities. 35: 1899–1913. [Google Scholar]
  8. Burkhart, J. E., Fox, R., Rotatori, A. F. 1985. Obesity of mentally retarded individuals: prevalence, characteristics, and intervention. American Journal of Mental Deficiency, 90(3): 303–312. [Google Scholar]
  9. Chang, Y. 2011. A Kinect-based system for physical rehabilitation: A pilot study for young adults with motor disabilities. Research in Developmental Disabilities, 32(6): 2566–2570. [CrossRef] [Google Scholar]
  10. Chang, Y. 2013. A Kinect-based upper limb rehabilitation system to assist people with cerebral palsy. Research in Developmental Disabilities, 34(11): 3654–3659. [CrossRef] [Google Scholar]
  11. Chung, I.C., Huang, C.Y., Yeh, S.C. et al. 2014. Developing Kinect games integrated with virtual reality on activities of daily living for children with developmental delay. Advanced Technologies, Embedded and Multimedia for Human-centric Computing. Springer Netherlands, pp: 1091–1097. [CrossRef] [Google Scholar]
  12. Daily, D., Ardinger, HH. Holmes, GE. 2000. Identification and evaluation of mental retardation. American Family Physician, 61(4): 1059-1067+1070. [Google Scholar]
  13. Di Tore, S., D’Elia, F., Aiello, P. et al. 2012. Didactics, movement and technology: New frontiers of the human-machine interaction. Journal of Human Sport and Exercise, 7(1): 178–183. [CrossRef] [Google Scholar]
  14. Duarte, J., Vila C.V., Vila, J. et al. 2013. Advancing the playing field: A look at how virtual reality can change the future of anatomy teaching learning process. The FASEB Journal, 27(1): 960.42. [Google Scholar]
  15. El-laithy, R.A., Huang, J., Yeh, M. 2012. Study on the use of Microsoft Kinect for robotics applications. Position Location and Navigation Symposium (Plans), 2012 IEEE/ION. IEEE, pp: 1280 – 1288. [Google Scholar]
  16. Feliciano, L., Steers, ME., Elite-Marcandonatou, A. et al. 2009. Applications of preference assessment procedures in depression and agitation management in elders with dementia. Clinical Gerontologist, 32(3): 119–123. [CrossRef] [Google Scholar]
  17. Fernando, F.A., Susana, J.M., Sanatamaria, J.J. et al. 2012. Video games as a complementary therapy tool in mental disorders: PlayMancer, an European multicentre study. Journal of Mental Health, 21(4): 364–374. [CrossRef] [Google Scholar]
  18. Gualtieri, C.T., Schroeder, S.R., Hicks, R.E. et al. 1986. Tardive dyskinesia in young mentally retarded individuals. Archives of General Psychiatry, 43(4): 335–340. [CrossRef] [Google Scholar]
  19. Hsu, H.M.J. 2011. The potential of Kinect as interactive educational technology. Proc. 2nd Int. Conf. on Education and Management Technology, 1(5): 334–338. [Google Scholar]
  20. Hsu. J.H. 2011. The potential of Kinect in education. International Journal of Information and Education Technology, 1(5): 365–370. [CrossRef] [Google Scholar]
  21. Jan, W.H. & Custers. 2002. Pediatric evaluation of disability inventory: the Dutch adaption. Utrecht University. [Google Scholar]
  22. Jiang, H. & Jie, X. 2013. Kinect-based rehabilitation training assistant system and implementation. 2013 International Conference on Software Engineering and Computer Science. Atlantis Press, pp: 202–204. [Google Scholar]
  23. Lange, B., Chang, C.Y., Suma, E. et al. 2011. Development and evaluation of low cost game-based balance rehabilitation tool using the Microsoft Kinect sensor. Engineering in Medicine and Biology Society, EMBC, 2011 Annual International Conference of the IEEE. IEEE, pp: 1831–1834. [Google Scholar]
  24. Lee K, M. & James E, M. 1993. Communication intervention for adults with severe mental retardation. Topics in Language Disorders, 13(3): 47–60. [Google Scholar]
  25. Liebling, D. & Morris, M.R. 2012. Kinected browser: depth camera interaction for the web. Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces. ACM, pp: 105–108. [Google Scholar]
  26. Long, E.S. & Miltenberger, R.G. 1998. A review of behavioral and pharmacological treatments for habit disorders in individuals with mental retardation. Journal of Behavior Therapy and Experimental Psychiatry, 29: 143–156. [CrossRef] [Google Scholar]
  27. Luck, G., Riikkilä, K., Erkkilä, J. et al. 2006. Exploring relationships between level of mental retardation and features of music therapy improvisations: A computational approach. Nordic Journal of Music Therapy, 15(1): 30–48. [CrossRef] [Google Scholar]
  28. Luna-Oliva, L., Ortiz-Gutiérrez, R.M., Piédrola, R.M. et al. 2013. Kinect Xbox 360 as a therapeutic modality for children with cerebral palsy in a school environment: A preliminary study. Neuro Rehabilitation, 33(4): 513–521. [Google Scholar]
  29. Marie, B. & Heidi, S. 2011. An intensive virtual reality program improves functional balance and mobility of adolescents with cerebral palsy. Pediatric Physical Therapy, 23(3):258–266. [CrossRef] [Google Scholar]
  30. Marnie E, R., Grant T, H., Catherine A, C. 1992. An evaluation of a maximum security therapeutic community for psychopaths and other mentally disordered offenders. Law and Human Behavior, 16(4): 399–412. [CrossRef] [Google Scholar]
  31. Miskam, A.M., Masnin, S.F.N., Jamhuri, M.H. et al. 2014. Encouraging children with autism to improve social and communication skills through the game-based approach. Procedia Computer Science, 42: 93–98. [CrossRef] [Google Scholar]
  32. Miskam, M.A., Masnin, N.F.S., Jamhuri, M.H. et al. 2014. Encouraging children with autism to improve social and communication skills through the game-based approach. Procedia Computer Science, 42: 93–98. [CrossRef] [Google Scholar]
  33. Murphy, C., Boyle, C., Schendel, D. et al. 1998. Epidemiology of mental retardation in children. Mental Retardation and Developmental Disabilities Research Reviews, 4(1): 6–13. [CrossRef] [Google Scholar]
  34. Niklasson, L., Rasmussen, P., Gillberg, C. et al. 2009. Autism, ADHD, mental retardation and behavior problems in 100 individuals with 22q11 deletion syndrome. Research in Developmental Disabilities, 30(4): 763–773. [CrossRef] [Google Scholar]
  35. Parry, I., Carbullido, C., Kawada, J. et al. 2014. Keeping up with video game technology: Objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation. Burns: Journal of the International Society for Burn Injuries, 40(5): 852–859. [CrossRef] [Google Scholar]
  36. Pereira, F., Silva, C., Alves, M. 2011. Virtual fitting room augmented reality techniques for e-commerce. ENTER Prise Information Systems, 27: 62–71. [CrossRef] [Google Scholar]
  37. Petrovska, S. 2013. Role of the game in the development of preschool child. Procedia-Social and Behavioral Sciences, 92: 880–884. [CrossRef] [Google Scholar]
  38. Pompeu, J.E., Arduini, L.A., Botelho, A.R. et al. 2014. Feasibility, safety and outcomes of playing Kinect adventures! For people with Parkinson’s disease: a pilot study. Physiotherapy, 100(2): 162–168. [CrossRef] [Google Scholar]
  39. Ritterband-Rosenbaum, A., Christensen, M.S., Nielsen, J.B. 2012. Twenty weeks of computer-training improves sense of agency in children with spastic cerebral palsy. Research in Developmental Disabilities, 33(4): 1227–1234. [CrossRef] [Google Scholar]
  40. Roebel, A.M. & MacLean Jr, W.E. 2007. Spontaneous eye-blinking and stereotyped behavior in older persons with mental retardation. Research in Developmental Disabilities, 28(1): 37–42. [CrossRef] [Google Scholar]
  41. Scardovelli, T.A. & Frere, A.F. 2014. The design and evaluation of a peripheral device for use with a computer game intended for children with motor disabilities[EB/OL]. [2014.10.12]. [Google Scholar]
  42. Shea, E.S. 2006. Mental retardation in children ages 6 to 16. Seminars in Pediatric Neurology, (13): 262–270. [CrossRef] [Google Scholar]
  43. Tudor, I. & Tudor, M. 2013. Leisure sports activities impact on adults personal development and quality of life. Procedia-Social and Behavioral Sciences, 84(9): 1090–1094. [CrossRef] [Google Scholar]
  44. Verstraete, S.J.M. 2006. Increasing children’s physical activity levels during recess periods in elementary schools: the effects of providing game equipment. The European Journal of Public Health, 16(4): 415–419. [CrossRef] [Google Scholar]
  45. Yeung, L.F., Cheng, K.C., Fong, C.H. et al. 2014. Evaluation of the Microsoft Kinect as a clinical assessment tool of body sway. Gait & Posture, 40(4): 532–538. [Google Scholar]
  46. Zhang, Y. 2006. Population characteristics and the existence and development of the MR – a survey of 216 people with MR in Nanjing. Population and Society, 22(1): 41–45. [Google Scholar]
  47. Zhang, Z. 2012. Microsoft Kinect sensor and its effect. Multi Media, IEEE, 19(2): 4–10 [Google Scholar]

Current usage metrics show cumulative count of Article Views (full-text article views including HTML views, PDF and ePub downloads, according to the available data) and Abstracts Views on Vision4Press platform.

Data correspond to usage on the plateform after 2015. The current usage metrics is available 48-96 hours after online publication and is updated daily on week days.

Initial download of the metrics may take a while.