Introducing computer games to the rehabilitation market led to development of numerous Virtual Reality (VR) training applications. Although VR has provided tremendous benefit to the patients and caregivers, it has inherent limitations, some of which might be solved by replacing it with Augmented Reality (AR). The task of pick-and-place, which is part of many activities of daily living (ADL's), is one of the major affected functions stroke patients mainly expect to recover. We developed an exercise consisting of moving an object between various points, following a flash light that indicates the next target. The results show superior performance of subjects in spatial AR versus non-immersive VR setting. This could be due to the extraneous han...
The use of new technologies in rehabilitation, such as virtual reality (VR) and/or gaming, is promis...
Early, intense practice of functional, repetitive rehabilitation interventions has shown positive re...
Recent innovations in the field of virtual reality, such as the Oculus Rift head mounted display, pr...
Introducing computer games to the rehabilitation market led to development of numerous Virtual Reali...
Stroke affects approximately fifteen million people worldwide annually, with im- paired hand functio...
Background and Objective. Advances in technology are providing new forms of human–computer interacti...
Stroke is the third leading cause of death in Singapore, stroke patients are usually reported to ha...
Background: Virtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR ...
Background and Purpose—Although there is strong evidence on the beneficial effects of virtual realit...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
UnrestrictedMore recently, virtual reality (VR) enhanced health games, providing intensive practice,...
Background and Purpose—Although there is strong evidence on the beneficial effects of virtual realit...
Movement impairment after stroke typically requires intensive treatments for several weeks after the...
Immersive virtual reality (IVR) may boost neglect recovery, as it can provide an engaging experience...
Aims: The purpose of this thesis was to investigate the effects of Virtual Reality technology and ha...
The use of new technologies in rehabilitation, such as virtual reality (VR) and/or gaming, is promis...
Early, intense practice of functional, repetitive rehabilitation interventions has shown positive re...
Recent innovations in the field of virtual reality, such as the Oculus Rift head mounted display, pr...
Introducing computer games to the rehabilitation market led to development of numerous Virtual Reali...
Stroke affects approximately fifteen million people worldwide annually, with im- paired hand functio...
Background and Objective. Advances in technology are providing new forms of human–computer interacti...
Stroke is the third leading cause of death in Singapore, stroke patients are usually reported to ha...
Background: Virtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR ...
Background and Purpose—Although there is strong evidence on the beneficial effects of virtual realit...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
UnrestrictedMore recently, virtual reality (VR) enhanced health games, providing intensive practice,...
Background and Purpose—Although there is strong evidence on the beneficial effects of virtual realit...
Movement impairment after stroke typically requires intensive treatments for several weeks after the...
Immersive virtual reality (IVR) may boost neglect recovery, as it can provide an engaging experience...
Aims: The purpose of this thesis was to investigate the effects of Virtual Reality technology and ha...
The use of new technologies in rehabilitation, such as virtual reality (VR) and/or gaming, is promis...
Early, intense practice of functional, repetitive rehabilitation interventions has shown positive re...
Recent innovations in the field of virtual reality, such as the Oculus Rift head mounted display, pr...