Nowadays, there are many available systems whose purpose is to treat and help people with disabilities. Most of These systems, however, suffer from certain limitations.
The system presented in [
3] evaluates the “point and click” ability of a user based on many criteria and provides assistance to reach a target through a haptic interface. Two other low-cost telerehabilitation systems were introduced in [
4]: the first uses a force feedback joystick with simple two-dimensional (2D) games, whereas the second uses a force feedback driving wheel with three-dimensional (3D) driving exercises. Another telerehabilitation platform [
5] is intended for patients with a stroke-induced disability. This platform uses several haptic devices (joysticks, driving wheels, pointing devices, keyboard) and includes remote (Internet) accessibility and videoconferencing. In [
6], a telerehabilitation system for arm and hand therapy following stroke is presented. It consists of a Web-based library of status tests, therapy games, and progress charts, and can be used with a variety of input devices, including force feedback joysticks. In [
7], Technical and Patient Performance Using a Virtual Reality-Integrated Telerehabilitation System is described. The system consists of the Rutgers Ankle prototype robot, a local PC and a remote PC over the Internet. In [
8], exercises were built and used on a laptop with a force feedback joystick and a steering wheel for measuring motor dysfunction in Parkinson’s disease. The exercises consist of tracking a continuously moving target (pursuit tracking), or moving to a predetermined target (step tracking). A haptic interface for hand evaluation and rehabilitation was developed in [
9]. This system uses the DataGlove Rutgers Master II (RMII). Another system called “Rutgers Ankle” was also developed for lower extremity rehabilitation [
9]. The built-in software provides exercises for different cases: Rubber ball exercise for strengthening the hand of a patient, Virtual RMII exercise for the rehabilitation of post-stroke patients, and Virtual Airplane exercise for lower extremity rehabilitation. Virtual reality by means of a head-mounted display was used in [
10] for the purpose of improving patient walking skills through training with computer-generated obstacles. In [
11], a low-cost telerehabilitation system for upper limb dysfunction was presented. An example of a virtual driving environment was also shown using a commercial force feedback driving wheel. In [
12], an exercise system combining arm ergometry with video gaming, called the GAME/sup Cycle, was developed. A haptic device with two active degrees of freedom and a tendon-driven transmission system was developed in [
13].