Published on in Vol 5, No 3 (2017): Jul-Sept

User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability Study

User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability Study

User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability Study

Journals

  1. 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
  2. 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
  3. 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
  4. 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 2020:1 View
  5. 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
  6. 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 2020:1 View
  7. 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 2020 View
  8. 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
  9. 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
  10. 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