Patients with neurological disorders engage in an intensive and extensive neurorehabilitation process to regain part of their lost cognitive and motor functions. Robot-assisted rehabilitation and virtual reality (VR) is a promising technology combination to improve neurorehabilitation. Specifically, robot-assisted immersive VR therapy may enforce neuroplasticity by enhancing patients motivation and engagement in intensive movement training through individualized VR regimes, supporting multisensory integration (i.e., visual, auditory and haptic information), and by realistically mimicking real-life or fictional scenarios together with a realistic representation of the patients' limbs. Yet, the potential of robotic VR therapy is not exploited...
n the recent years, the use of virtual reality (VR) to enhance motor skills of persons with activity...
Virtual reality (VR) is emerging as a promising tool for the diagnosis and rehabilitation of neurops...
Abstract Our access to computer-generated worlds changes the way we feel, how we think, and how we ...
Over the past several years, innovations in technology have progressively challenged traditional reh...
n an immersive computationally intelligent virtual reality (VR) environment, humans can interact wit...
In an immersive computationally intelligent virtual reality (VR) environment, humans can interact wi...
The present work investigates the application of virtual reality (VR) technology to neurorehabilitat...
In this paper, we advocate the combination of four key ingredients that we believe are necessary to ...
This chapter provides an overview on the use of Virtual Reality (VR) in rehabilitation with respect ...
Industrial revolution 4.0 has changed the health industry. Medical treatments derived from the lates...
In the last decade, virtual reality (VR) training has been used extensively in video games and milit...
Recent research has shown the potential of Virtual Reality (VR) in the field of rehabilitation, name...
Virtual Reality (VR) technology is a relatively new application to rehabilitation medicine, yet it o...
Over recent decades many researchers and clinicians have started to use Virtual Reality (VR) as a ne...
Major advances have occurred in the past 20 years in the development and testing of interventions fo...
n the recent years, the use of virtual reality (VR) to enhance motor skills of persons with activity...
Virtual reality (VR) is emerging as a promising tool for the diagnosis and rehabilitation of neurops...
Abstract Our access to computer-generated worlds changes the way we feel, how we think, and how we ...
Over the past several years, innovations in technology have progressively challenged traditional reh...
n an immersive computationally intelligent virtual reality (VR) environment, humans can interact wit...
In an immersive computationally intelligent virtual reality (VR) environment, humans can interact wi...
The present work investigates the application of virtual reality (VR) technology to neurorehabilitat...
In this paper, we advocate the combination of four key ingredients that we believe are necessary to ...
This chapter provides an overview on the use of Virtual Reality (VR) in rehabilitation with respect ...
Industrial revolution 4.0 has changed the health industry. Medical treatments derived from the lates...
In the last decade, virtual reality (VR) training has been used extensively in video games and milit...
Recent research has shown the potential of Virtual Reality (VR) in the field of rehabilitation, name...
Virtual Reality (VR) technology is a relatively new application to rehabilitation medicine, yet it o...
Over recent decades many researchers and clinicians have started to use Virtual Reality (VR) as a ne...
Major advances have occurred in the past 20 years in the development and testing of interventions fo...
n the recent years, the use of virtual reality (VR) to enhance motor skills of persons with activity...
Virtual reality (VR) is emerging as a promising tool for the diagnosis and rehabilitation of neurops...
Abstract Our access to computer-generated worlds changes the way we feel, how we think, and how we ...