VR/Technologies for Rehabilitation

Research output: Contribution to book/anthology/report/conference proceedingBook chapterResearchpeer-review

Abstract

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].
Original languageEnglish
Title of host publicationRecent Advances in Technologies for Inclusive Well-Being Virtual Patients, Gamification and Simulation
Number of pages12
Volume196
Place of PublicationSwitzerland
PublisherSpringer
Publication date22 Mar 2021
Pages241-252
Chapter13
ISBN (Print)978-3-030-59607-1
ISBN (Electronic)978-3-030-59608-8
DOIs
Publication statusPublished - 22 Mar 2021
SeriesIntelligent Systems Reference Library
Volume196
ISSN1868-4394

Bibliographical note

ISSN 1868-4394 ISSN 1868-4408 (electronic)
Intelligent Systems Reference Library
ISBN 978-3-030-59607-1 ISBN 978-3-030-59608-8 (eBook)
https://doi.org/10.1007/978-3-030-59608-8

Keywords

  • Autism
  • Games
  • Health
  • Participatory design
  • Rehabilitation
  • Technologies
  • Virtual reality

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