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Fig. 2 | Journal of NeuroEngineering and Rehabilitation

Fig. 2

From: A robot goes to rehab: a novel gamified system for long-term stroke rehabilitation using a socially assistive robot—methodology and usability testing

Fig. 2

The Target and the Cup Games. Left: A patient playing the Target Game with the instructions provided by the robot. Inset: an example of instruction in this game, where three colored cups should be placed along a circle; white circles denote empty spaces. Top right: an illustration of the Target Game with all seven cup locations occupied. Bottom right: an illustration of the Cup Game with four occupied cup locations, out of the possible six

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