Computationally Advanced Infrastructure Partnerships Center

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The Computationally Advanced Infrastructure Partnerships (CAIP) Center (formerly the Center for Advanced Information Processing) is an advanced technology center at Rutgers University. The center was established in 1985 with the support of the New Jersey Commission on Science and Technology to build upon research in computer-oriented disciplines and to foster collaboration between the university and industry.

Rutgers University multi-campus American public research university in New Jersey, United States

Rutgers, The State University of New Jersey, commonly referred to as Rutgers University, Rutgers, or RU, is a public research university in New Jersey. It is the largest institution of higher education in New Jersey.

The center conducts ongoing research in such fields as VLSI, machine vision, virtual reality, robotics, and software engineering. Much of the research produced by the center is of international significance. The Man-Machine Interface Laboratory has received international recognition in the academic and popular literature for its achievements in virtual rehabilitation [1] [2] . [3] The center has also collaborated with the Department of Homeland Security and other agencies in developing algorithms for machine-assisted baggage searches, weapons detection and identification, and emergency communications. [4]

Machine vision

Machine vision (MV) is the technology and methods used to provide imaging-based automatic inspection and analysis for such applications as automatic inspection, process control, and robot guidance, usually in industry. Machine vision is a term encompassing a large number of technologies, software and hardware products, integrated systems, actions, methods and expertise. Machine vision as a systems engineering discipline can be considered distinct from computer vision, a form of computer science. It attempts to integrate existing technologies in new ways and apply them to solve real world problems. The term is the prevalent one for these functions in industrial automation environments but is also used for these functions in other environments such as security and vehicle guidance.

Virtual reality Computer-simulated environment simulating physical presence in real or imagined worlds

Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment. It incorporates mainly auditory and visual feedback, but may also allow other types of sensory feedback. This immersive environment can be similar to the real world or it can be fantastical.

Robotics design, construction, operation, and application of robots

Robotics is an interdisciplinary branch of engineering and science that includes mechanical engineering, electronic engineering, information engineering, computer science, and others. Robotics deals with the design, construction, operation, and use of robots, as well as computer systems for their control, sensory feedback, and information processing.

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Institute for Creative Technologies

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Mahatma Gandhi University, Kerala

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Telerehabilitation is the delivery of rehabilitation services over telecommunication networks and the internet. Most types of services fall into two categories: clinical assessment, and clinical therapy. Some fields of rehabilitation practice that have explored telerehabilitation are: neuropsychology, speech-language pathology, audiology, occupational therapy, and physical therapy. Telerehabilitation can deliver therapy to people who cannot travel to a clinic because the patient has a disability or because of travel time. Telerehabilitation also allows experts in rehabilitation to engage in a clinical consultation at a distance.

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Video game rehabilitation, is a process of using common video game consoles and methodology to target and improve physical and mental weaknesses through therapeutic processes.Video games are becoming an integral part of occupational therapy practice in acute, rehabilitation, and community settings. The design for video games in rehabilitation is focused on a number of fundamental principles, such as reward, goals, challenge, meaningful play. ‘Meaningful play’ emerges from the relationship between player action and system outcome, apparent to the player through feedback. Platforms that feature motion control, notably the Nintendo Wii, Microsoft's Xbox Kinect, and Sony's Eye Toy, and virtual reality scenarios have all been effective in this field of research. Methodologies have been applied to all age groups, ranging from toddler to elderly aged people worldwide and have been used in a variety of cases ranging from stroke rehabilitation, cerebral palsy and other neurological impairments, to people with tendinitis and multiple sclerosis. Researchers have promoted such technology based on the personalization of gaming systems to patients which allows for further engagement and interaction. Additionally, gaming consoles have the ability to capture real-time data and provide instant feedback to the patients using the systems. Currently, several researchers have performed case studies to demonstrate the benefits of this technology, however, repeat trials and experiments have shown that outcomes are easily replicated among several groups worldwide. Additionally, the outcomes have increased interest in the field, growing experiments beyond simple case studies to experiments with larger participant basis.

References

  1. Keeton, Claire (17 December 2007), "Video game gets patients up and moving again", Sunday Times (South Africa), p. 15
  2. Sorid, Daniel (23 March 2000), "WHAT'S NEXT; Giving Computers a Sense of Touch", The New York Times
  3. Slashdot: Xbox for Stroke Rehabilitation.