This chapter discusses the applications and solutions of emerging Virtual Reality (VR) and video games technologies in the healthcare sector, e.g. physical therapy for motor rehabilitation, exposure therapy for psychological phobias, and pain relief. Section 2 reviews state-of-the-art interactive devices used in current VR systems and high-end games such as sensor-based and camera-based tracking devices, data gloves, and haptic force feedback devices. Section 3 investigates recent advances and key concepts in games technology, including dynamic simulation, flow theory, adaptive games, and their possible implementation in serious games for healthcare. Various serious games are described in this section: some were designed and developed for s...
How to motivate children (patients) to perform their exercises during rehabilitation or at home? Thi...
In recent years, there has been an increase in research related to specific applications or features...
Virtual Reality (VR) hardware has become increasingly cheaper and more available in recent years. Co...
This chapter discusses the applications and solutions of emerging Virtual Reality (VR) and video gam...
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...
Virtual reality (VR) and interactive technologies have become increasingly common in today’s world, ...
Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. A...
This paper describes the development of a serious-game-based rehabilitation system aimed at encourag...
This paper describes the development of a Virtual Reality (VR) based therapeutic training system aim...
The use of Virtual Reality (VR) and Augmented Reality (AR) as a healing aid is a relatively newer co...
It has been reported that 53,000 stroke events annually with ongoing costs are nearly $500 million p...
In recent years, the use of Virtual Reality (VR) has skyrocketed in many fields. From videogames to ...
Serious Games and Virtual Reality (VR) are present nowadays as an alternative to traditional rehabil...
This paper will discuss preliminary findings of user preferences regarding video game and VR game-ba...
How to motivate children (patients) to perform their exercises during rehabilitation or at home? Thi...
In recent years, there has been an increase in research related to specific applications or features...
Virtual Reality (VR) hardware has become increasingly cheaper and more available in recent years. Co...
This chapter discusses the applications and solutions of emerging Virtual Reality (VR) and video gam...
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...
Virtual reality (VR) and interactive technologies have become increasingly common in today’s world, ...
Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. A...
This paper describes the development of a serious-game-based rehabilitation system aimed at encourag...
This paper describes the development of a Virtual Reality (VR) based therapeutic training system aim...
The use of Virtual Reality (VR) and Augmented Reality (AR) as a healing aid is a relatively newer co...
It has been reported that 53,000 stroke events annually with ongoing costs are nearly $500 million p...
In recent years, the use of Virtual Reality (VR) has skyrocketed in many fields. From videogames to ...
Serious Games and Virtual Reality (VR) are present nowadays as an alternative to traditional rehabil...
This paper will discuss preliminary findings of user preferences regarding video game and VR game-ba...
How to motivate children (patients) to perform their exercises during rehabilitation or at home? Thi...
In recent years, there has been an increase in research related to specific applications or features...
Virtual Reality (VR) hardware has become increasingly cheaper and more available in recent years. Co...