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EDITORIAL article

Front. Robot. AI
Sec. Biomedical Robotics
Volume 11 - 2024 | doi: 10.3389/frobt.2024.1462558
This article is part of the Research Topic Human-Centered Solutions and Synergies across Robotic and Digital Systems for Rehabilitation View all 13 articles

Editorial: Human-Centered Solutions and Synergies across Robotic and Digital Systems for Rehabilitation

Provisionally accepted
  • 1 Bristol Robotics Laboratory, Faculty of Environment and Technology, University of the West of England, Bristol, United Kingdom
  • 2 University of Madeira, Funchal, Portugal
  • 3 University of Barcelona, Barcelona, Catalonia, Spain
  • 4 North Carolina State University, Raleigh, North Carolina, United States
  • 5 McGill University, Montreal, Quebec, Canada
  • 6 Fondazione Italiana Sclerosi Multipla, FISM, Genoa, Italy
  • 7 Universitätsmedizin Greifswald, Greifswald, Mecklenburg-Vorpommern, Germany

The final, formatted version of the article will be published soon.

    This is a provisional file, not the final typeset The growing need for effective, personalized, clinically compliant, and engaging rehabilitation -based 31 on methodologies for the restoration of functions -can leverage the step-changes 32 offered by interaction technologies to obtain optimal results matching the initial requests of the users 33 (patients and clinicians). Human-Centered Design approaches may disclose the full potential of such 34 solutions, especially considering the impact of smart systems powered by robotic devices and digital 35 settings. In particular, virtual reality (VR) and augmented reality (AR) constitute a broad sub-class of 36 digital settings, often intertwined with serious games (including exergames devised to promote training 37 activities) and gamification (introducing game features in non-leisure solutions) for sustaining the 38 users' effort over time in repetitive exercises. Furthermore, they can be connected to smart mechatronic 39 systems (especially through their artificial intelligence -AI -features) for achieving higher versatility 40 and efficiency (making rehabilitation more sustainable for the individual and for the healthcare system 41 as a whole, as in telerehabilitation frameworks) (Adlakha, Chhabra, & Shukla, 2020;

    Keywords: Rehabilitation, Robotics, artificial intelligence, Digital Health, Extended Reality, Video Games

    Received: 10 Jul 2024; Accepted: 14 Oct 2024.

    Copyright: © 2024 Barresi, Faria, Matamala-Gomez, Grant, Archambault, Brichetto and Platz. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Giacinto Barresi, Bristol Robotics Laboratory, Faculty of Environment and Technology, University of the West of England, Bristol, United Kingdom

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.