Related papers: Mixed Reality Serious Games: The Therapist Perspec…
In response to the unique challenges of Mixed Reality (MR) game development, we developed GAMR, an analytics tool specifically designed for MR games. GAMR aims to assist developers in identifying and resolving gameplay issues effectively.…
This paper describes an avenue for artificial and computational intelligence techniques applied within games research to be deployed for purposes of physical therapy. We provide an overview of prototypical research focussed on the…
In this study, we utilized statistical analysis and machine learning methods to examine whether rehabilitation exercises can improve patients post-stroke functional abilities, as well as forecast the improvement in functional abilities. Our…
One of the most frequent and severe aftermaths of a stroke is the loss of upper limb functionality. Therapy started in the sub-acute phase proved more effective, mainly when the patient participates actively. Recently, a novel set of…
In this paper we introduce novel Virtual Reality (VR) and Augmented Reality (AR) treatments to improve the psychological well being of patients in palliative care, based on interviews with a clinical psychologist who has successfully…
We present ICU-Sepsis, an environment that can be used in benchmarks for evaluating reinforcement learning (RL) algorithms. Sepsis management is a complex task that has been an important topic in applied RL research in recent years.…
This paper proposes the use of a non-immersive virtual reality rehabilitation system ReHabgame developed using Microsoft Kinect and the Thalmic Labs Myo gesture control armband. The ReHabgame was developed based on two third-person video…
In virtual reality (VR) games, playability and immersion levels are important because they affect gameplay, enjoyment, and performance. However, they can be adversely affected by VR sickness (VRS) symptoms. VRS can be minimized by…
Purpose: Preliminarily evaluate the feasibility and efficacy of using meditative virtual reality (VR) to improve the hospital experience of intensive care unit (ICU) patients. Methods: Effects of VR were examined in a non-randomized,…
-This article presents clinical results from the use of MONIMAD, a reactive robotized interface for lower limb Rehabilitation of patients suffering from cerebellar disease. The first problem to be addressed is the postural analysis of…
Stroke represents the third cause of death and disability worldwide, and is recognised as a significant global health problem. A major challenge for stroke survivors is persistent hand dysfunction, which severely affects the ability to…
This research presents a proof-of-concept prototype of an all-in-one mixed reality application platform, developed to investigate the needs and expectations of users from mixed reality systems. The study involved an extensive user study…
Virtual Reality (VR) offers promising avenues for innovative therapeutic interventions in populations with intellectual disabilities (ID). This paper presents the design, development, and evaluation of Space Exodus, a novel VR-based…
Stroke is known as a major global health problem, and for stroke survivors it is key to monitor the recovery levels. However, traditional stroke rehabilitation assessment methods (such as the popular clinical assessment) can be subjective…
Magnetic resonance imaging (MRI) is an indispensable diagnostic tool, yet the confined bore and acoustic noise can evoke considerable anxiety and claustrophobic reactions. High anxiety leads to motion artifacts, incomplete scans and…
The rise of Mixed Reality (MR) stimulates new interactive techniques that seamlessly blend the virtual and physical environments. Just as virtual content could be overlayed onto the physical world for providing adaptive user interfaces [5,…
Intellectual Disability (ID) is characterized by deficits in intellectual functioning and adaptive behavior, necessitating customized therapeutic interventions to improve daily life skills. This paper presents the development and evaluation…
Mixed reality (MR) environments are bound to become ubiquitous as MR technology becomes lighter, higher resolution, more affordable, and overall becomes a seamless extension of our current work and living spaces. For research scientists and…
Despite growing interest in virtual and augmented reality (VR/AR) for mental well-being, prior work using immersive interventions to teach mental health skills has largely focused on calming or abstract settings. As a result, little is…
Individuals with upper limb movement limitations face challenges in interacting with others. Although robotic arms are currently used primarily for functional tasks, there is considerable potential to explore ways to enhance users' body…