SwePub
Sök i LIBRIS databas

  Extended search

onr:"swepub:oai:research.chalmers.se:d2a61c4b-094a-4d96-83e8-c665d7624433"
 

Search: onr:"swepub:oai:research.chalmers.se:d2a61c4b-094a-4d96-83e8-c665d7624433" > Virtual Reality

  • 1 of 1
  • Previous record
  • Next record
  •    To hitlist

Virtual Reality

Ortiz Catalan, Max Jair, 1982 (author)
Chalmers tekniska högskola,Chalmers University of Technology
Nijenhuis, S. (author)
Roessingh Research and Development
Ambrosch, K. (author)
Fachhochschule Technikum Wien,University of Applied Sciences Technikum Wien
show more...
Bovend'Eerdt, T. (author)
Universiteit Maastricht,Maastricht University
Koenig, S. (author)
University of Southern California
Lange, B. (author)
University of Southern California
show less...
 (creator_code:org_t)
ISBN 9783642385551
2013-08-09
2014
English.
In: Biosystems and Biorobotics. - Berlin, Heidelberg : Springer Berlin Heidelberg. - 2195-3570 .- 2195-3562. - 9783642385551 ; 4, s. 249-265
  • Book chapter (other academic/artistic)
Table of contents Abstract Subject headings
Close  
No table of content available
  • This chapter provides an overview on the use of Virtual Reality (VR) in rehabilitation with respect to recent neuroscience and physical therapy reviews of individuals with motor impairments. A wide range of technologies have been employed to provide rehabilitation supported by VR. Several studies have found evidence of the benefits of VR rehabilitation technologies. However, support for their efficacy is still limited due the lack of generalizable results and the uncoordinated effort of many individual, heterogeneous studies that have been conducted. Although VR has clear potential as a rehabilitation tool to improve treatment outcomes, future trials need to take into account the individual perspective of each patient group and consolidate research methodologies across trials to allow for stronger conclusions across the heterogeneous field of neurorehabilitation. Interventions must be designed with a strong focus on the patient’s needs and clinical outcomes, rather than on the technology available to the clinician.

Subject headings

TEKNIK OCH TEKNOLOGIER  -- Elektroteknik och elektronik (hsv//swe)
ENGINEERING AND TECHNOLOGY  -- Electrical Engineering, Electronic Engineering, Information Engineering (hsv//eng)
MEDICIN OCH HÄLSOVETENSKAP  -- Klinisk medicin -- Neurologi (hsv//swe)
MEDICAL AND HEALTH SCIENCES  -- Clinical Medicine -- Neurology (hsv//eng)

Keyword

Game-based rehabilitation
Video games
Neurorehabilitation
Virtual reality

Publication and Content Type

kap (subject category)
vet (subject category)

Find in a library

To the university's database

  • 1 of 1
  • Previous record
  • Next record
  •    To hitlist

Find more in SwePub

By the author/editor
Ortiz Catalan, M ...
Nijenhuis, S.
Ambrosch, K.
Bovend'Eerdt, T.
Koenig, S.
Lange, B.
About the subject
ENGINEERING AND TECHNOLOGY
ENGINEERING AND ...
and Electrical Engin ...
MEDICAL AND HEALTH SCIENCES
MEDICAL AND HEAL ...
and Clinical Medicin ...
and Neurology
Articles in the publication
Biosystems and B ...
By the university
Chalmers University of Technology

Search outside SwePub

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Close

Copy and save the link in order to return to this view