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Recent advances on using virtual reality technologies for rehabilitation / Paul M. Sharkey and Joav Merrick, editors.

Contributor(s): Material type: TextTextSeries: Disability studies (Nova Science Publishers)Publisher: New York : Nova Publishers, [2016]Description: 1 online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781634840286
  • 1634840283
Subject(s): Genre/Form: Additional physical formats: Print version:: Recent advances on using virtual reality technologies for rehabilitationDDC classification:
  • 610.285 23
LOC classification:
  • R859.7.C65
NLM classification:
  • WB 460
Online resources:
Contents:
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
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
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
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
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Includes bibliographical references and index.

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

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

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

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

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