Predicting motor behavior: an efficient EEG signal processing pipeline to detect brain states with potential therapeutic relevance for VR-based neurorehabilitation [0.03%]
预测运动行为:一种有效的情商信号处理流水线,用于检测基于VR的神经康复具有潜在治疗价值的脑状态
Eric J McDermott,Johanna Metsomaa,Paolo Belardinelli et al.
Eric J McDermott et al.
Virtual reality (VR)-based motor therapy is an emerging approach in neurorehabilitation. The combination of VR with electroencephalography (EEG) presents further opportunities to improve therapeutic efficacy by personalizing the paradigm. S...
Playing your pain away: designing a virtual reality physical therapy for children with upper limb motor impairment [0.03%]
玩乐中康复:为儿童上肢运动功能障碍设计的虚拟现实物理疗法
Ivan Phelan,Penny Jayne Furness,Maria Matsangidou et al.
Ivan Phelan et al.
Children with upper limb motor impairment often undergo repetitive therapeutic physiotherapy sessions to minimize functional disabilities of the affected area. Even though therapeutic processes can improve functional outcomes and minimize p...
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis [0.03%]
改善注意缺陷多动障碍儿童认知缺损的沉浸式虚拟现实疗法:系统评价和荟萃分析
Niamh Corrigan,Costina-Ruxandra Păsărelu,Alexandra Voinescu
Niamh Corrigan
Virtual reality (VR) shows great potential in treating and managing various mental health conditions. This includes using VR for training or rehabilitation purposes. For example, VR is being used to improve cognitive functioning (e.g. atten...
Acceptance and use of virtual reality games: an extension of HMSAM [0.03%]
虚拟现实游戏的接受和使用:一种扩展的HMSAM模型
Tuomas Kari,Mehmet Kosa
Tuomas Kari
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR systems are used in various settings, digital gaming being among the most popular ones. However, there has been a dearth of understanding rega...
The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games [0.03%]
叙事元素的加入对主动和被动虚拟现实游戏中身体活动和游戏体验的影响研究
Amy Shirong Lu,Victoria Pelarski,Dar Alon et al.
Amy Shirong Lu et al.
Narratives are pervasive in video games and have been found to increase physical activity in active video games. However, the effect of incorporating narrative elements has seldom been examined in fully immersive virtual reality games. We i...
The affordances of clinical simulation immersive technology within healthcare education: a scoping review [0.03%]
临床模拟沉浸式技术在卫生保健教育中的应用:范围审查
Stephen Aiello,Thomas Cochrane,Charles Sevigny
Stephen Aiello
Whilst clinical simulation is established as an effective education tool within the healthcare community, the inability to offer authentic educational learning environments remains problematic. Advances in technology such as immersive virtu...
Home-based immersive virtual reality physical rehabilitation in paediatric patients for upper limb motor impairment: a feasibility study [0.03%]
基于家庭的沉浸式虚拟现实物理康复在儿童上肢运动障碍中的应用:一项可行性研究
Ivan Phelan,Alicia Carrion-Plaza,Penny J Furness et al.
Ivan Phelan et al.
Upper limb motor impairment (ULMI) rehabilitation is a long-term, demanding and challenging process to recover motor functionality. Children and adolescents may be limited in daily life activities due to reduced functions such as decreased ...
BeHere: a VR/SAR remote collaboration system based on virtual replicas sharing gesture and avatar in a procedural task [0.03%]
BeHere:在程序任务中基于虚拟复制品分享手势和头像的VR/SA远程协作系统
Peng Wang,Yue Wang,Mark Billinghurst et al.
Peng Wang et al.
In this paper, we focus on the significance of remote collaboration using virtual replicas, avatar, and gesture on a procedural task in industry; thus, we present a Virtual Reality (VR)/Spatial Augmented Reality (SAR) remote collaboration s...
Psychological predictors of consumer-level virtual reality technology adoption and usage [0.03%]
消费者级虚拟现实技术采纳与使用的心理预测因素
James J Cummings,Tiernan J Cahill,Erin Wertz et al.
James J Cummings et al.
In recent years, virtual reality (VR) technology has been mainstreamed for at-home use, with various consumer-oriented devices released by media firms such as Meta, Google, Samsung, and HTC. The present research investigates the role of psy...
Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality [0.03%]
虚拟和物理头部方向的不同可以预测主动头戴显示虚拟现实过程中的不适反应
Stephen Palmisano,Robert S Allison,Joel Teixeira et al.
Stephen Palmisano et al.
During head-mounted display (HMD)-based virtual reality (VR), head movements and motion-to-photon-based display lag generate differences in our virtual and physical head pose (referred to as DVP). We propose that large-amplitude, time-varyi...