VR/Technologies for Rehabilitation

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Abstrakt

Early on, Virtual Reality (VR) was linked to communication—even as ‘a
combination of the television and telephone wrapped delicately around the senses’
[1]. VR Technologies are increasingly being adopted in the areas of (re)habilitation
and therapeutic intervention healthcare treatments. VR applications that supplement
traditional intervention are in human physical, cognitive, and psychological functioning
medical treatment programs. Extended Reality (XR), incorporating applications
beyond solely VR, with Augmented Reality (AR) and Mixed Reality (MR)
applications are also being introduced. This chapter introduces via micro-review,
four chapters under the theme VR/technologies for rehabilitation. It follows on from
the previous and opening part of this book where ten chapters were introduced and
micro-reviewed under the themeGaming, VR, and immersive technologies for education/
training. Specifically, the chapters are titled:—‘Game-based (re)habilitation via
movement tracking’ [2]; ‘Case studies of userswith neurodevelopmental disabilities:
Showcasing their roles in early stages of VR training development’ [3]; ‘AquAbilitation:
‘Virtual interactive space’ (VIS) with buoyancy therapeutic movement training’
[4]; and finally, ‘Interactive Multisensory VibroAcoustic therapeutic intervention
(iMVATi)’ [5].
OriginalsprogEngelsk
TitelRecent Advances in Technologies for Inclusive Well-Being Virtual Patients, Gamification and Simulation
Antal sider12
Vol/bind196
UdgivelsesstedSwitzerland
ForlagSpringer
Publikationsdato22 mar. 2021
Sider241-252
Kapitel13
ISBN (Trykt)978-3-030-59607-1
ISBN (Elektronisk)978-3-030-59608-8
DOI
StatusUdgivet - 22 mar. 2021
NavnIntelligent Systems Reference Library
Vol/bind196
ISSN1868-4394

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