In recent years, the use of Virtual Reality (VR) has skyrocketed in many fields. From videogames to education, the popularity of this technology is well known also thanks to its affordability and the growing number of available content. An immersive approach and the correct use of gamification have been proven to be valuable tools for learning in different fields. There are many examples of the adoption of VR application also in the healthcare setting not only for learning purposes but also for patients’ rehabilitation. This paper is intended to list some existing works and then present our project for an immersive serious game with the aim of enhancing the training of healthcare workers for the assessment of stroke patients
Rehabilitation and training are extremely important process that help people who have suffered some ...
Aims: The purpose of this thesis was to investigate the effects of Virtual Reality technology and ha...
This chapter discusses the applications and solutions of emerging Virtual Reality (VR) and video gam...
In recent years, the use of Virtual Reality (VR) has skyrocketed in many fields. From videogames to ...
In recent years, the use of Virtual Reality (VR) has skyrocketed in many fields. From videogames to ...
Virtual Reality (VR) refers to computer generated artificial environment in which one’s actions part...
There is a tremendous interest among researchers for the development of virtual, augmented reality a...
There is a tremendous interest among researchers for the development of virtual, augmented reality a...
n the recent years, the use of virtual reality (VR) to enhance motor skills of persons with activity...
Abstract Background In the context of stroke rehabilitation, new training approaches mediated by vir...
This paper describes the development of a serious-game-based rehabilitation system aimed at encourag...
Stroke affects approximately fifteen million people worldwide annually, with im- paired hand functio...
Virtual reality (VR) consists of the sensory immersion of the user in an artificially generated envi...
Virtual Reality (VR) is having an increasingly profound impact on a wide range of disciplines, such ...
Delays in acute stroke treatment contribute to severe and negative impacts for patients and signific...
Rehabilitation and training are extremely important process that help people who have suffered some ...
Aims: The purpose of this thesis was to investigate the effects of Virtual Reality technology and ha...
This chapter discusses the applications and solutions of emerging Virtual Reality (VR) and video gam...
In recent years, the use of Virtual Reality (VR) has skyrocketed in many fields. From videogames to ...
In recent years, the use of Virtual Reality (VR) has skyrocketed in many fields. From videogames to ...
Virtual Reality (VR) refers to computer generated artificial environment in which one’s actions part...
There is a tremendous interest among researchers for the development of virtual, augmented reality a...
There is a tremendous interest among researchers for the development of virtual, augmented reality a...
n the recent years, the use of virtual reality (VR) to enhance motor skills of persons with activity...
Abstract Background In the context of stroke rehabilitation, new training approaches mediated by vir...
This paper describes the development of a serious-game-based rehabilitation system aimed at encourag...
Stroke affects approximately fifteen million people worldwide annually, with im- paired hand functio...
Virtual reality (VR) consists of the sensory immersion of the user in an artificially generated envi...
Virtual Reality (VR) is having an increasingly profound impact on a wide range of disciplines, such ...
Delays in acute stroke treatment contribute to severe and negative impacts for patients and signific...
Rehabilitation and training are extremely important process that help people who have suffered some ...
Aims: The purpose of this thesis was to investigate the effects of Virtual Reality technology and ha...
This chapter discusses the applications and solutions of emerging Virtual Reality (VR) and video gam...