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Full Description
This book presents cutting-edge papers and perspectives on virtual rehabilitation and tele-rehabilitation. The book covers themes ranging from pediatrics to older adults, addressing rehabilitation of gait and mobility, upper limb movement and cognition. The articles in this book have been presented at the 2025 World Conference of the International Society for Virtual Rehabilitation (WCISVR 2025) during RehabWeek 2025. Researchers, clinicians, industry and policy makers, as well as graduate students who are interested in virtual rehabilitation will find this book a great reference and a useful learning resource.
Contents
1. Optimising Memory through Virtual Reality: A Pilot Study Focused on Associative and Relational Memory.- 2. Codesign and validation of a serious game application to train users of powered mobility devices on traffic rules.- 3. Holoreach - Therapists and patients perceptions of a mixed reality system designed to improve trunk control and upper extremity function.- 4. Interactive and Adaptive Mixed-Reality System for Enhancing Trunk Control Rehabilitation.- 5. Virtual Reality and Exergaming Tele-rehabilitation: A personalized approach in Post-Heart Surgery Patients.- 6. Immersive vs. Non-Immersive Virtual Reality? Comparative Effectiveness in Upper limb Stroke Rehabilitation.- 7.Temporal accuracy in movement reproduction: the role of proprioceptive augmented virtual reality.- 8. Dosage of an adjunctive rehabilitation intervention using an instrumented exerciser coupled with a 2D virtual environment.- 9. Enhancing Exercise Intensity, Motivation, and Enjoyment for Persons with Parkinson Disease in a Virtual Cycling Environment (VCYCLE Competition).- 10. Analysis of User Experience and Biomechanics in Stereoscopic and Monoscopic Projection Exergames.- 11. Evaluating user experience of augmented reality-integrated instrumented crutches for gait rehabilitation.- 12. Early Detection of Postural Instability in Individuals with Diabetic Peripheral Neuropathy Using a Novel Smartphone Application.- 13. The acceptance of a telerehabilitation portal among healthcare professionals after large-scale implementation in a regional clinic.- 14. An Adaptive Difficulty Algorithm to Personalize Mixed Reality Pediatric Motor Rehabilitation.- 15. Dynamic virtual environments for gaze evaluation in vestibular rehabilitation of Persistent-Postural Perceptual Dizziness (3PD).- 16. Assessing Post-Stroke Fall Risk Through Interaction with Virtual Reality-Based Exercises: A Retrospective Machine Learning Study.- 17. Transference of Learning from Virtual to Real-World Settings: A Study on Spatial Memory using an Ecologically-Valid Virtual Environment.- 18. Do we perform upper-limb rehabilitation reaching tasks differently in augmented vs. virtual reality?.- 19. Gaitzilla: Investigating the Effects of Avatar Type and Proportions on Time Perception in VR.- 20. Driving Powered VR Shoes: The Effects of Optical Flow Direction on User Experience during Walking in Virtual Reality.- 21. Cognitive effects of an incremental gait training on a treadmill plus augmented virtual reality in patients with Parkinson's disease: first results from the VIRTREAD-PD randomized controlled trial.- 22. Cueing-assisted gamified augmented-reality gait-and-balance rehabilitation at home for people with Parkin-son's disease: a pragmatic randomized controlled trial implemented in the clinical pathway.- 23. Virtual Reality in Mental Health Support for Students - A Solution or an Overhyped Promise?.- 24. Adaptations Over Time to Decrease the Risk of Falling in Virtual Threatening Environments. 25. Development of a Virtual Reality Clinic to Enhance At-Home Care for Children with Rare Diseases.- 26. Modifying Task Difficulty with Augmented Sensory Feedback for Motor Training in Virtual Reality.- 27. Quantitative Telehealth Platform for VR Yoga Therapy of Pediatric Chronic Pain.- 28. Augmented Reality Platform for Hand and Upper Limb Rehabilitation.- 29. Post-stroke upper limb rehabilitation using virtual reality: Use of factors related to motor learning.- 30. Designing Augmented Reality (AR) Exergames for People with Osteoporosis: Results from a Clinical Trial on Motion Sickness, Discomfort and Engagement.- 31. Identifying fall-risk factors related to aging using a novel virtual-reality sensory integration in balance assessment.- 32. Cognitive Flexibility Training and Exposure Therapy in Virtual Environment for Patients with Obsessive Compulsive Disorder.



