Published on in Vol 8, No 4 (2020): Oct-Dec

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/18153, first published .
A Primer on Usability Assessment Approaches for Health-Related Applications of Virtual Reality

A Primer on Usability Assessment Approaches for Health-Related Applications of Virtual Reality

A Primer on Usability Assessment Approaches for Health-Related Applications of Virtual Reality

Journals

  1. Sañudo B, Abdi E, Bernardo-Filho M, Taiar R. Aerobic Exercise with Superimposed Virtual Reality Improves Cognitive Flexibility and Selective Attention in Young Males. Applied Sciences 2020;10(22):8029 View
  2. Brander M, Egger S, Hürlimann N, Seifritz E, Sumner R, Vetter S, Magnenat S. Virtual Reality Human–Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study. JMIR Serious Games 2021;9(2):e26820 View
  3. Salisbury J. Using Medical Device Standards for Design and Risk Management of Immersive Virtual Reality for At-Home Therapy and Remote Patient Monitoring. JMIR Biomedical Engineering 2021;6(2):e26942 View
  4. Herbst R, Rybak T, Meisman A, Whitehead M, Rosen B, Crosby L, Klein M, Real F. A Virtual Reality Resident Training Curriculum on Behavioral Health Anticipatory Guidance: Development and Usability Study. JMIR Pediatrics and Parenting 2021;4(2):e29518 View
  5. Bailey S, Lewis J, Ciccone B, Friedland R, Reiner C. Assessing Usability of Untethered Head-Mounted Displays for Medical Education. Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare 2023;18(1):58 View
  6. Kamińska D, Zwoliński G, Laska-Leśniewicz A. Usability Testing of Virtual Reality Applications—The Pilot Study. Sensors 2022;22(4):1342 View
  7. Zhou Z, Li J, Wang H, Luan Z, Li Y, Peng X, de Sire A. Upper limb rehabilitation system based on virtual reality for breast cancer patients: Development and usability study. PLOS ONE 2021;16(12):e0261220 View
  8. Kiani S, Rezaei I, Abasi S, Zakerabasali S, Yazdani A. Technical aspects of virtual augmented reality-based rehabilitation systems for musculoskeletal disorders of the lower limbs: a systematic review. BMC Musculoskeletal Disorders 2023;24(1) View
  9. Zikas P, Kateros S, Lydatakis N, Kentros M, Geronikolakis E, Kamarianakis M, Evangelou G, Kartsonaki I, Apostolou A, Birrenbach T, Exadaktylos A, Sauter T, Papapagiannakis G. Virtual Reality Medical Training for COVID-19 Swab Testing and Proper Handling of Personal Protective Equipment: Development and Usability. Frontiers in Virtual Reality 2022;2 View
  10. Dhar E, Upadhyay U, Huang Y, Uddin M, Manias G, Kyriazis D, Wajid U, AlShawaf H, Syed Abdul S. A scoping review to assess the effects of virtual reality in medical education and clinical care. DIGITAL HEALTH 2023;9:205520762311580 View
  11. Hu J, Browne J, Arnold M, Robinson A, Heacock M, Ku R, Mologne M, Baum G, Ikemiya K, Neufeld E, Dolezal B. Physiological and Metabolic Requirements, and User-Perceived Exertion of Immersive Virtual Reality Exergaming Incorporating an Adaptive Cable Resistance System: An Exploratory Study. Games for Health Journal 2021 View
  12. Pardini S, Gabrielli S, Dianti M, Novara C, Zucco G, Mich O, Forti S. The Role of Personalization in the User Experience, Preferences and Engagement with Virtual Reality Environments for Relaxation. International Journal of Environmental Research and Public Health 2022;19(12):7237 View
  13. Ong T, Wilczewski H, Soni H, Nisbet Q, Paige S, Barrera J, Welch B, Bunnell B. The Symbiosis of Virtual Reality Exposure Therapy and Telemental Health: A Review. Frontiers in Virtual Reality 2022;3 View
  14. Wu S, Chuang C, Liao W, Li C, Shih H. Feasibility and Experiences of Using Virtual Reality in a Rehabilitation Program for Breast Cancer Patients: A Phenomenological Study (Preprint). JMIR Serious Games 2022 View
  15. Gouveia É, Nascimento M, França C, Campos P, Ihle A, Przednowek K, Marques A, Nunes N, Gouveia B. Correlates of Presence in a Virtual Reality Gamification Environment for Rehabilitation after Musculoskeletal Injury. PRESENCE: Virtual and Augmented Reality 2023;32:65 View