Recent advances on using virtual reality technologies for rehabilitation

People with disabilities Rehabilitation technology Virtual reality therapy Virtual reality Computer Simulation Movement Disorders Physical Therapy Modalities Psychomotor Disorders
Nova Science Publishers, Inc.
2016
EISBN 9781634840286
RECENT ADVANCES ON USING VIRTUAL REALITY TECHNOLOGIES FOR REHABILITATION ; RECENT ADVANCES ON USING VIRTUAL REALITY TECHNOLOGIES FOR REHABILITATION ; Library of Congress Cataloging-in-Publication Data; CONTENTS ; INTRODUCTION ; Chapter 1 RECENT ADVANCES IN THE USE OF VIRTUAL REALITY TECHNOLOGIES FOR REHABILITATION ; Abstract; SECTION ONE: TECHNOLOGY AND REHABILITATION ; Chapter 2 A PARTICIPATORY DESIGN FRAMEWORK FOR THE GAMIFICATION OF REHABILITATION SYSTEMS ; Abstract; Introduction; GAMER framework; PACT gamification framework; Conclusion; References
AbstractIntroduction; Methods; Subjects; Analysis; Results; Discussion; Acknowledgments; References; Chapter 5 EVIDENCE-BASED FACIAL DESIGN OF AN INTERACTIVE VIRTUAL ADVOCATE ; Abstract; Introduction; Avatar characteristics: requirements and evidence; Facial characteristics; Voice; Interaction and ongoing development; Acknowledgments; References; Chapter 6 REFLECTIONS AND EARLY EVIDENCE OF THE IMPORTANCE OF PRESENCE FOR THREE TYPES OF FEEDBACK IN VIRTUAL MOTOR REHABILITATION ; Abstract; Introduction; Dimensions of presence; Motor rehabilitation after stroke
Chapter 3 CONDUCTING FOCUS GROUPS IN SECOND LIFE® ON HEALTH-RELATED TOPICSAbstract; Introduction; Methods; Focus groups in virtual worlds; Focus group facilitator selection and training; Virtual world focus group procedures; Results; Dealing with generic issues specific to virtual worlds (Second Life); Novel features of virtual world functioning; Advantages of conducting focus groups in virtual worlds; Disadvantages of conducting focus groups in virtual worlds; Discussion; Acknowledgment; References; Chapter 4 SELF-MANAGEMENT INTERVENTION FOR AMPUTEES IN A VIRTUAL WORLD ENVIRONMENT
Influencing the experience of presence with virtual feedbackMovement representation and spatial presence; Performance information and involvement; Context information and realness; Example of practical application; Discussion; Acknowledgment; References; Chapter 7 CHALLENGES IN DEVELOPING NEW TECHNOLOGIES FOR SPECIAL NEEDS EDUCATION: A FORCE-FIELD ANALYSIS ; Abstract; Introduction; Driving forces of collaborative technologies; Use of a strong theoretical model to inform design of learning tasks; User involvement in the design process; Personalisation of educational technology
Restraining forces of collaborative technologiesNeed for on-site instruction and support in technology usage; False expectations and misunderstandings during the design process; Insufficient evidence-based practice; Recommendations; Acknowledgments; References; Chapter 8 VIDEO-BASED QUANTIFICATION OF PATIENT'S COMPLIANCE DURING POST-STROKE VIRTUAL REALITY REHABILITATION ; Abstract; Introduction; Methods; Experimental results; Conclusion; Acknowledgments; References; Chapter 9 PUTTING IMMERSIVE THERAPIES INTO PRAXIS: TOWARDS HOLISTIC WELLBEING MULTISENSORY MEDITATION ENVIRONMENTS
AbstractIntroduction; Methods; Subjects; Analysis; Results; Discussion; Acknowledgments; References; Chapter 5 EVIDENCE-BASED FACIAL DESIGN OF AN INTERACTIVE VIRTUAL ADVOCATE ; Abstract; Introduction; Avatar characteristics: requirements and evidence; Facial characteristics; Voice; Interaction and ongoing development; Acknowledgments; References; Chapter 6 REFLECTIONS AND EARLY EVIDENCE OF THE IMPORTANCE OF PRESENCE FOR THREE TYPES OF FEEDBACK IN VIRTUAL MOTOR REHABILITATION ; Abstract; Introduction; Dimensions of presence; Motor rehabilitation after stroke
Chapter 3 CONDUCTING FOCUS GROUPS IN SECOND LIFE® ON HEALTH-RELATED TOPICSAbstract; Introduction; Methods; Focus groups in virtual worlds; Focus group facilitator selection and training; Virtual world focus group procedures; Results; Dealing with generic issues specific to virtual worlds (Second Life); Novel features of virtual world functioning; Advantages of conducting focus groups in virtual worlds; Disadvantages of conducting focus groups in virtual worlds; Discussion; Acknowledgment; References; Chapter 4 SELF-MANAGEMENT INTERVENTION FOR AMPUTEES IN A VIRTUAL WORLD ENVIRONMENT
Influencing the experience of presence with virtual feedbackMovement representation and spatial presence; Performance information and involvement; Context information and realness; Example of practical application; Discussion; Acknowledgment; References; Chapter 7 CHALLENGES IN DEVELOPING NEW TECHNOLOGIES FOR SPECIAL NEEDS EDUCATION: A FORCE-FIELD ANALYSIS ; Abstract; Introduction; Driving forces of collaborative technologies; Use of a strong theoretical model to inform design of learning tasks; User involvement in the design process; Personalisation of educational technology
Restraining forces of collaborative technologiesNeed for on-site instruction and support in technology usage; False expectations and misunderstandings during the design process; Insufficient evidence-based practice; Recommendations; Acknowledgments; References; Chapter 8 VIDEO-BASED QUANTIFICATION OF PATIENT'S COMPLIANCE DURING POST-STROKE VIRTUAL REALITY REHABILITATION ; Abstract; Introduction; Methods; Experimental results; Conclusion; Acknowledgments; References; Chapter 9 PUTTING IMMERSIVE THERAPIES INTO PRAXIS: TOWARDS HOLISTIC WELLBEING MULTISENSORY MEDITATION ENVIRONMENTS
