Purpose The present study explored participants experiences with and perceptions of using fully immersive head-mounted virtual reality (VR) gaming as rehabilitation after stroke. Methods Four men and three women (median age 64 years) with chronic stroke and varying motor impairment (mild to severe) were interviewed after 10 weeks of VR training on the commercial HTC Vive system, focusing on the upper extremities. Inductive qualitative thematic analysis was performed. Results The analysis revealed three main themes: playing the game, benefits and effects, and personalizing the game. Playing the game encompasses both the feeling of being immersed in the game and descriptions of the gaming being motivating and fun. Benefits and effects describ...
After a stroke, most patients will suffer from motor and cognitive impairments leading to a reduced ...
Background: Virtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR ...
This paper describes the development of a serious-game-based rehabilitation system aimed at encourag...
Purpose The present study explored participants experiences with and perceptions of using fully imme...
Use of VR-games is considered a promising treatment approach in stroke rehabilitation. However, ther...
Use of VR-games is considered a promising treatment approach in stroke rehabilitation. However, ther...
ABSTRACT Objective: To describe the intervention protocols to using commercial video games as virtu...
ABSTRACT Objective: To describe the intervention protocols to using commercial video games as virtu...
Abstract. The purpose of this project was to investigate the effects of Virtual Reality technology a...
The aim of research: To assess the effectiveness of virtual reality based exercises for regaining mo...
The aim of research: To assess the effectiveness of virtual reality based exercises for regaining mo...
The aim of research: To assess the effectiveness of virtual reality based exercises for regaining mo...
After a stroke, most patients will suffer from motor and cognitive impairments leading to a reduced ...
After a stroke, most patients will suffer from motor and cognitive impairments leading to a reduced ...
After a stroke, most patients will suffer from motor and cognitive impairments leading to a reduced ...
After a stroke, most patients will suffer from motor and cognitive impairments leading to a reduced ...
Background: Virtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR ...
This paper describes the development of a serious-game-based rehabilitation system aimed at encourag...
Purpose The present study explored participants experiences with and perceptions of using fully imme...
Use of VR-games is considered a promising treatment approach in stroke rehabilitation. However, ther...
Use of VR-games is considered a promising treatment approach in stroke rehabilitation. However, ther...
ABSTRACT Objective: To describe the intervention protocols to using commercial video games as virtu...
ABSTRACT Objective: To describe the intervention protocols to using commercial video games as virtu...
Abstract. The purpose of this project was to investigate the effects of Virtual Reality technology a...
The aim of research: To assess the effectiveness of virtual reality based exercises for regaining mo...
The aim of research: To assess the effectiveness of virtual reality based exercises for regaining mo...
The aim of research: To assess the effectiveness of virtual reality based exercises for regaining mo...
After a stroke, most patients will suffer from motor and cognitive impairments leading to a reduced ...
After a stroke, most patients will suffer from motor and cognitive impairments leading to a reduced ...
After a stroke, most patients will suffer from motor and cognitive impairments leading to a reduced ...
After a stroke, most patients will suffer from motor and cognitive impairments leading to a reduced ...
Background: Virtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR ...
This paper describes the development of a serious-game-based rehabilitation system aimed at encourag...