Published on in Vol 5, No 3 (2017): Jul-Sept
Journals
- Thirumalai M, Kirkland W, Misko S, Padalabalanarayanan S, Malone L. Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation. JMIR Rehabilitation and Assistive Technologies 2018;5(1):e2 View
- Pallesen H, Andersen M, Hansen G, Lundquist C, Brunner I. Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy. Rehabilitation Research and Practice 2018;2018:1 View
- Tobler-Ammann B, Weise A, Knols R, Watson M, Sieben J, de Bie R, de Bruin E. Patients’ experiences of unilateral spatial neglect between stroke onset and discharge from inpatient rehabilitation: a thematic analysis of qualitative interviews. Disability and Rehabilitation 2020;42(11):1578 View
- Morse H, Biggart L, Pomeroy V, Rossit S. Exploring perspectives from stroke survivors, carers and clinicians on virtual reality as a precursor to using telerehabilitation for spatial neglect post-stroke. Neuropsychological Rehabilitation 2022;32(5):767 View
- Baltaduonienė D, Kubilius R, Berškienė K, Vitkus L, Petruševičienė D. Change of cognitive functions after stroke with rehabilitation systems. Translational Neuroscience 2019;10(1):118 View
- Huygelier H, Schraepen B, Lafosse C, Vaes N, Schillebeeckx F, Michiels K, Note E, Vanden Abeele V, van Ee R, Gillebert C. An immersive virtual reality game to train spatial attention orientation after stroke: A feasibility study. Applied Neuropsychology: Adult 2022;29(5):915 View
- Surer E, Erkayaoğlu M, Öztürk Z, Yücel F, Bıyık E, Altan B, Şenderin B, Oğuz Z, Gürer S, Düzgün H. Developing a scenario-based video game generation framework for computer and virtual reality environments: a comparative usability study. Journal on Multimodal User Interfaces 2021;15(4):393 View
- Lindner P. Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy. International Journal of Cognitive Therapy 2021;14(1):23 View
- Hendrickx R, van der Avoird T, Pilot P, Kerkhoffs G, Schotanus M. Exergaming as a Functional Test Battery in Patients Who Received Arthroscopic Ankle Arthrodesis: Cross-sectional Pilot Study. JMIR Rehabilitation and Assistive Technologies 2021;8(2):e21924 View
- Yildirim O, Surer E. Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study. JMIR Serious Games 2021;9(2):e25997 View
- Cavedoni S, Cipresso P, Mancuso V, Bruni F, Pedroli E. Virtual reality for the assessment and rehabilitation of neglect: where are we now? A 6-year review update. Virtual Reality 2022;26(4):1663 View
- Nguyen C, Uy J, Serrada I, Hordacre B. Quantifying patient experiences with therapeutic neurorehabilitation technologies: a scoping review. Disability and Rehabilitation 2024;46(9):1662 View
- Krishnan S, Mandala M, Wolf S, Howard A, Kesar T. Perceptions of stroke survivors regarding factors affecting adoption of technology and exergames for rehabilitation. PM&R 2023;15(11):1403 View
- Ndulue C, Orji R. Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change. IEEE Transactions on Games 2023;15(2):121 View
- Napetschnig A, Brixius K, Deiters W. Development of a Core Set of Quality Criteria for Virtual Reality Applications Designed for Older Adults: Multistep Qualitative Study. Interactive Journal of Medical Research 2023;12:e45433 View
- Gürer S, Surer E, Erkayaoğlu M. MINING-VIRTUAL: A comprehensive virtual reality-based serious game for occupational health and safety training in underground mines. Safety Science 2023;166:106226 View
- Villeneuve M, Ogourtsova T, Deblock-Bellamy A, Blanchette A, Bühler M, Fung J, McFadyen B, Menon A, Perez C, Sangani S, Lamontagne A. Development of a virtual reality-based intervention for community walking post stroke: an integrated knowledge translation approach. Disability and Rehabilitation 2024;46(19):4428 View
- Bousché E, Bakker M, Holstege M, Huygelier H, Nijboer T, Brinkhof E, Haver O, Jansen M, van de Moosdijk C, Timmerarends-Van Eck A. Virtual and augmented reality gamification of visuospatial neglect treatment: therapists’ user experience. BMC Digital Health 2024;2(1) View
- Cavioni V, Conte E, Ornaghi V. Promoting teachers' wellbeing through a serious game intervention: a qualitative exploration of teachers' experiences. Frontiers in Psychology 2024;15 View
Books/Policy Documents
- Ferreira A, Hanchar A, Menezes V, Giesteira B, Quaresma C, Pestana S, de Sousa A, Neves P, Fonseca M. HCI International 2022 – Late Breaking Posters. View