Early response markers from video games for rehabilitation strategies
- Submitting institution
-
University of Newcastle upon Tyne
- Unit of assessment
- 11 - Computer Science and Informatics
- Output identifier
- 211681-133618-1292
- Type
- D - Journal article
- DOI
-
10.1145/2670967.2670970
- Title of journal
- ACM SIGAPP Applied Computing Review
- Article number
- -
- First page
- 36
- Volume
- 14
- Issue
- 3
- ISSN
- 1559-6915
- Open access status
- Compliant
- Month of publication
- September
- Year of publication
- 2014
- URL
-
http://dx.doi.org/10.1145/2670967.2670970
- Supplementary information
-
-
- Request cross-referral to
- -
- Output has been delayed by COVID-19
- No
- COVID-19 affected output statement
- -
- Forensic science
- No
- Criminology
- No
- Interdisciplinary
- No
- Number of additional authors
-
5
- Research group(s)
-
F - Networked and Ubiquitous Systems Engineering (NUSE)
- Citation count
- 4
- Proposed double-weighted
- No
- Reserve for an output with double weighting
- No
- Additional information
- This journal article is based on the authors’ ACM Overall Best Paper Award at largest international applied computing conference (40 tracks and over 150 accepted papers across many disciplines). This was the first paper to describe clinically validated response markers in physiotherapy derived from playing video games (i.e., one can tell if patients are getting better or worse by how they play the games). It led to 3rd party licensing of technology and exploitation in the healthcare sector. A company has been created, funded, and is now operating under licence relating to the work carried out in this paper.
- Author contribution statement
- -
- Non-English
- No
- English abstract
- -