Related papers: Development and User Experiences of a Novel Virtua…
Objective: Evaluate the feasibility and potential impacts on hand function using a wearable stimulation device (the VTS Glove) which provides mechanical, vibratory input to the affected limb of chronic stroke survivors. Methods: A…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
It is difficult to conduct training and evaluate workers' postural performance by using the actual job site environment due to safety concerns. Virtual reality (VR) provides an alternative to create immersive working environments without…
Due to hemiparesis, stroke survivors frequently develop a dysfunctional gait that is often characterized by an overall decrease in walking speed and a unilateral decrease in step length. With millions currently affected by this…
Joint Attention (JA), a crucial social skill for developing shared focus, is often impaired in children with Autism Spectrum Disorder (ASD), affecting social communication and highlighting the need for early intervention. Addressing gaps in…
Learning functional neuroanatomy requires forming mental representations of 3D structure, but forming such representations from 2D textbook diagrams can be challenging. We address this challenge in the UW Virtual Brain Project by developing…
Chronic tension in the upper trapezius (UT), often caused by poor ergonomics, prolonged posture, or psychological stress, contributes to musculoskeletal discomfort, headaches, and impaired interoceptive awareness. Although surface…
Improving object manipulation skills through hand-object interaction exercises is crucial for rehabilitation. Despite limited healthcare resources, physical therapists propose remote exercise routines followed up by remote monitoring.…
This work introduces the design, implementation, and validation of a virtual reality (VR) experience aimed at promoting the inclusion of individuals with dyslexia in university settings. Unlike traditional awareness methods, this immersive…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
Surgical emergencies often trigger acute cognitive overload in novice physicians, impairing their decision-making under pressure. Although Virtual Reality-based Stress Inoculation Training (VR-SIT) shows promise, current systems fall short…
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary…
Preventable medical errors are a severe problem in healthcare, causing over 400,000 deaths per year in the US in hospitals alone. In acute care, the branch of medicine encompassing the emergency department (ED) and intensive care units…
After-action reviews (AARs) are professional discussions that help operators and teams enhance their task performance by analyzing completed missions with peers and professionals. Previous studies that compared different formats of AARs…
To induce the Sense of Embodiment~(SoE) on the virtual 3D avatar during a Virtual Reality~(VR) walking scenario, VR interfaces have employed the visuotactile or visuomotor approaches. However, people with reduced lower-body mobility and…
Children with hearing impairments face ongoing challenges in language and motor development. This study explores how multi-sensory feedback technology based on virtual reality (VR), integrating auditory, visual, and tactile stimuli, can…
Gaze interaction presents a promising avenue in Virtual Reality (VR) due to its intuitive and efficient user experience. Yet, the depth control inherent in our visual system remains underutilized in current methods. In this study, we…
This paper presents a Virtual Reality (VR) art therapy known as "Break Times" which aims to enhance students' mental well-being and foster creative expression. The proposed "Break Times" application mimics the art therapy sessions in the VR…
In this research, we are concerned with the applicability of virtual reality-based attention training as a tool for stress management. Mental stress is a worldwide challenge that is still far from being fully managed. This has maintained a…
Rehabilitation therapies are widely employed to assist people with motor impairments in regaining control over their affected body parts. Nevertheless, factors such as fatigue and low self-efficacy can hinder patient compliance during…