With REHABILITY, patients can carry out their rehabilitation exercises, from either the centre in which they are hospitalized or remotely, autonomously but with constant medical supervision.
REHABILITY is also available in two versions: lite, with the aim of active aging in a non clinical context and kids, with games aimed specifically for use in pediatrics.
REHABILITY won the Digital Awards Aboutpharma 2015 for the ‘Institution & Payors’ category confirming its potential as a telerehabilitation solution.
imaginary is a leading provider of high quality serious games and enabling technologies
for the eHealth & Care Sector.
Nominated Best Practice for the Silver Economy
(European Commission 2015).
Ascolese, A., Kiat, J., Pannese, L. & Morganti, L. (2017). Gamifying elderly care: Feasibility of a digital gaming solution for active aging. Digit Med [serial online] 2016 [cited 2017 Mar 8];2:157-62. Available from: DIGITAL MEDICINE.
Ascolese, A., Pannese, L. & Wortley, D. (2016). Gamified wellbeing for all ages- How technology and gamification can support physical and mental wellbeing in the ageing society, IFMBE Proceedings vol. 57, Springer.
Musian, D. & Ascolese, A. (2015). Gamified Cognitive Training to Prevent Cognitive Decline. In D. Novák, B. Tulu, & H. Brendryen (Eds.), Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice. Hershey, PA: IGI Global.
Ponte, S., Ferrara, E. & Dellepiane, S. (2015). Home-based system for rehabilitation: improving quality of life through engineering solutions, Conference Paper.
Ferdous, R., Garbielli, S. & Maimone, R. (2015). Designing intuitive web solutions for monitoring patient’s rehabilitation at home, EAI Endorsed Transactions on ambient system, vol. 2, issue 8 and 3.
Ponte, S., Gabrielli. S., Jonsdottir, J., Morando, M. & Dellepiane, S. (2015). Monitoring game-based motor rehabilitation of patients at home for better plans of care and quality of life, Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBS, pag. 3941-3944.
Gabrielli, S., Maimone, R., Costa C., Ascolese, A., Jonsdottir, J., Klein, W. & Bendersky, G. (2015). A game-based solution for in-home rehabilitation, Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications, Engineering, LNICST, pag.150, 112-117.
Lawo, M., Gabrielli, S., Pannese, L., Bo, G. (2014). Rehab@Home: Ein EU Projekt zur nachhaltigen Rehabilitation mittels "Serious Games", AAL Kongress.
Gabrielli, S., Maimone, R., Bo, G., Jonsdottir, J., Klein, W. & Raz, H. (2014). Designing a Game-based Solution for In-home Rehabilitation, Neurotechnix, Conference Paper, pag. 145-149.
Maiden, N., D’Souza, S., Jones, S., Muller, L., Pannese, L., Pitts, K., Prilla, M., Pudney, K., Rose, M., Turner, J. & Zachos, K (2013). Computing Technologies for Reflective and Creative Care for People with Dementia, CACM.
Bo, G., Pompa, M., Gabrielli, S., Maimone, R., & Pannese, L. (2013). Designing Meaningful Game Experiences for Rehabilitation and Sustainable Mobility Settings, Workshop on ubiquitous games and gamification for promoting behavior change and wellbeing, CHItaly2013.
Pannese, L., Bo, G., Lawo, M., & Gabrielli, S. (2013). The REHAB@HOME Project: Engaging Game-based Home Rehabilitation for Improved Quality of Life, SEGAMED Conference.