The clinical utility of virtual reality in neurorehabilitation: a systematic review

T Massetti, TD Da Silva, TB Crocetta… - Journal of central …, 2018 - journals.sagepub.com
Background: Virtual reality (VR) experiences (through games and virtual environments) are
increasingly being used in physical, cognitive, and psychological interventions. However …

[HTML][HTML] Artificial intelligence in rehabilitation targeting the participation of children and youth with disabilities: sco** review

VC Kaelin, M Valizadeh, Z Salgado, N Parde… - Journal of medical …, 2021 - jmir.org
Background: In the last decade, there has been a rapid increase in research on the use of
artificial intelligence (AI) to improve child and youth participation in daily life activities, which …

Immersive virtual environments and wearable haptic devices in rehabilitation of children with neuromotor impairments: a single-blind randomized controlled crossover …

I Bortone, M Barsotti, D Leonardis, A Crecchi… - … of neuroengineering and …, 2020 - Springer
Background The past decade has seen the emergence of rehabilitation treatments using
virtual reality. One of the advantages in using this technology is the potential to create …

[PDF][PDF] The Patras blended strategy model for deep and meaningful learning in quality life-long distance education

S Mystakidis, E Berki, J Valtanen - 2019 - trepo.tuni.fi
Life-long learning is currently being embraced as a central process that could disrupt
traditional educational paths. Apparently, the (ideal) type of learning often promoted is deep …

A novel upper-limb tracking system in a virtual environment for stroke rehabilitation

K Cha, J Wang, Y Li, L Shen, Z Chen, J Long - … of NeuroEngineering and …, 2021 - Springer
Background The transfer of the behaviors of a human's upper limbs to an avatar is widely
used in the field of virtual reality rehabilitation. To perform the transfer, movement tracking …

Proposal of a conceptual model for serious games design: A case study in children with learning disabilities

D Avila-Pesantez, R Delgadillo, LA Rivera - IEEE Access, 2019 - ieeexplore.ieee.org
Serious Games (SG) have a particular ability to motivate and engage in the therapeutic and
learning process. There are multiple approaches based on methodologies, frameworks, and …

Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review

C Zhang, S Yu - Games for Health Journal, 2024 - liebertpub.com
Virtual reality (VR) technology has experienced a steady rise and has been widely applied
in the field of rehabilitation. The integration of VR technology in rehabilitation has shown …

[HTML][HTML] Virtual reality-based intervention for enhancing upper extremity function in children with hemiplegic cerebral palsy: a literature review

C Goyal, V Vardhan, W Naqvi - Cureus, 2022 - ncbi.nlm.nih.gov
Cerebral palsy (CP) is the most common cause of motor disability in the pediatric population,
with hemiplegia as one of the most widely seen subtypes of spastic CP. Although most of the …

Interaction modalities used on serious games for upper limb rehabilitation: a systematic review

CA Aguilar-Lazcano, EJ Rechy-Ramirez… - Games for health …, 2019 - liebertpub.com
This systematic review aims to analyze the state-of-the-art regarding interaction modalities
used on serious games for upper limb rehabilitation. A systematic search was performed in …

Personalized balance games for children with cerebral palsy: A pilot study

O Kachmar, A Kushnir, B Fedchyshyn… - Journal of pediatric …, 2021 - content.iospress.com
PURPOSE: To assess the changes in balance function in children with cerebral palsy (CP)
after two weeks of daily training with personalized balance games. METHODS: Twenty-five …