The datasets contains the motor performance metrics and the questionnaire responses for two experiments involving a motor task with a VR controller (experiment 1, healthy old participants) or a rehabilitation assistive device (experiment 2, brain-injured patients) and three visualization technologies: an immersive virtual reality (IVR) head-mounted display (HMD), an augmented reality (AR) HMD, and a computer screen (2D screen). The study was performed in the Motor Learning and Neurorehabilitation Laboratory at the University of Bern. All data are stored in “csv” files. The variables inside the files are explained in “DataFrameDescription.rtf”. For questions, please contact L.MarchalCrespo@tudelft.nl
Participant demographics: The sample is consisted by 20 healthy volunteers with a mean age of 24.79...
Software visualizations, such as the software city metaphor, are usually displayed on 2D screens and...
Aims: The purpose of this thesis was to investigate the effects of Virtual Reality technology and ha...
The datasets contains the motor performance metrics, the gaze fixation time ratios, and the question...
Background: The relearning of movements after brain injury can be optimized by providing intensive, ...
Virtual reality (VR) is a promising tool to promote motor (re)learning in healthy users and brain-in...
There is increasing interest in using virtual reality (VR) in robotic neurorehabilitation. However, ...
Data availability statement: The data that support the findings of this study are available from the...
Data was collected within the Technology in Motion project (protocol registered by CCMO as NL54281.0...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
The recent proliferation of VR and AR devices has led to an increase in the use of these devices as ...
The dataset contains the upper-limb kinematics collected in 40 participants before and after a short...
A radial arm maze (RAM) is an essential tool for assessing spatial learning and memory in research. ...
BACKGROUND The relearning of movements after brain injury can be optimized by providing intensive...
UnrestrictedMore recently, virtual reality (VR) enhanced health games, providing intensive practice,...
Participant demographics: The sample is consisted by 20 healthy volunteers with a mean age of 24.79...
Software visualizations, such as the software city metaphor, are usually displayed on 2D screens and...
Aims: The purpose of this thesis was to investigate the effects of Virtual Reality technology and ha...
The datasets contains the motor performance metrics, the gaze fixation time ratios, and the question...
Background: The relearning of movements after brain injury can be optimized by providing intensive, ...
Virtual reality (VR) is a promising tool to promote motor (re)learning in healthy users and brain-in...
There is increasing interest in using virtual reality (VR) in robotic neurorehabilitation. However, ...
Data availability statement: The data that support the findings of this study are available from the...
Data was collected within the Technology in Motion project (protocol registered by CCMO as NL54281.0...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
The recent proliferation of VR and AR devices has led to an increase in the use of these devices as ...
The dataset contains the upper-limb kinematics collected in 40 participants before and after a short...
A radial arm maze (RAM) is an essential tool for assessing spatial learning and memory in research. ...
BACKGROUND The relearning of movements after brain injury can be optimized by providing intensive...
UnrestrictedMore recently, virtual reality (VR) enhanced health games, providing intensive practice,...
Participant demographics: The sample is consisted by 20 healthy volunteers with a mean age of 24.79...
Software visualizations, such as the software city metaphor, are usually displayed on 2D screens and...
Aims: The purpose of this thesis was to investigate the effects of Virtual Reality technology and ha...