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Published in 2018 at "Heliyon"
DOI: 10.1016/j.heliyon.2018.e00526
Abstract: This paper proposes the use of a non-immersive virtual reality rehabilitation system “ReHabgame” developed using Microsoft Kinect™ and the Thalmic™ Labs Myo gesture control armband. The ReHabgame was developed based on two third-person video games… read more here.
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Published in 2024 at "Disability and Rehabilitation"
DOI: 10.1080/09638288.2024.2368057
Abstract: Abstract Purpose To analyze the effects of exergames on rehabilitation outcomes in osteoarthritis (OA) patients. Materials and methods A systematic review was reported according to the PRISMA statement. Randomized controlled trials (RCTs) were searched in… read more here.
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Published in 2020 at "Transportation Letters"
DOI: 10.1080/19427867.2020.1745358
Abstract: ABSTRACT Immersive technologies in transport research are gaining popularity, allowing for data collection in a controlled dynamic setting. Nonetheless, their ecological validity is still to be established hence their use in mathematical modelling in a… read more here.
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Published in 2022 at "Psychogeriatrics"
DOI: 10.1111/psyg.12880
Abstract: Cognitive impairment is one of the most common non‐motor features of Parkinson's disease (PD). The aim of the present study was to evaluate the feasibility and acceptability/usability of a protocol using a non‐immersive virtual reality… read more here.
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Published in 2024 at "Journal of Special Education Technology"
DOI: 10.1177/01626434241277190
Abstract: Virtual reality (VR) is a promising avenue to enhance the independence and daily living skills of high school students with intellectual disability. This study investigated the efficacy of a non-immersive VR focused on teaching food… read more here.
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Published in 2025 at "Rural Special Education Quarterly"
DOI: 10.1177/87568705241305640
Abstract: Students with disabilities may find it difficult to learn and gain the life skills needed to live, work, socialize, and attend postsecondary education. In vivo and community-based instruction (CBI) are among the most effective ways… read more here.
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Published in 2020 at "International Journal of Psychological Research"
DOI: 10.21500/20112084.4670
Abstract: Abstract Non-immersive VR environments are related to the least interactive application of VR techniques, such that interaction with the VR environment can occur commonly by 3D-TV without full immersion into the environment. This study presents… read more here.
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Published in 2022 at "Brain Sciences"
DOI: 10.3390/brainsci12091211
Abstract: Traumatic brain injury (TBI) is a sudden injury that causes damage to the brain. Rehabilitation therapies include specific training, such as attention process training (APT) programs using either standard or innovative approaches. The aim of… read more here.
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Published in 2017 at "Methods of information in medicine"
DOI: 10.3414/me16-02-0006
Abstract: BACKGROUND An adequate behavioral response depends on attentional and mnesic processes. When these basic cognitive functions are impaired, the use of non-immersive Virtual Reality Applications (VRAs) can be a reliable technique for assessing the level… read more here.