Posts

Effects of prolonged multidimensional fitness training with exergames on the physical exertion levels of older adults

A Study on EEG Power and Connectivity in a Virtual Reality Bimanual Rehabilitation Training System

Impact of game mode in multi-user serious games for upper limb rehabilitation: a within-person randomized trial on engagement and social involvement

Lessons Learned from Gamifying Functional Fitness Training Through Human-Centered Design Methods in Older Adults

Impact of Game Mode on Engagement and Social Involvement in Multi-User Serious Games with Stroke Patients

Comparing adaptive cognitive training in virtual reality and paper-and-pencil in a sample of stroke patients

Inter- and Intra-Hemispheric EEG Connectivity in Healthy Subjects and Chronic Stroke Survivors

Efficacy and Brain Imaging Correlates of an Immersive Motor Imagery BCI-driven VR System for Upper Limb Motor Rehabilitation: A Clinical Case Report.

Musiquence: a framework to customize music and reminiscence cognitive stimulation activities for the dementia population.

Usability evaluation of an integrative exergaming system for the senior population

Learning to Assess the Quality of Stroke Rehabilitation Exercises

Is it necessary to show virtual limbs in action observation neurorehabilitation systems?

Reh@City v2.0: a comprehensive virtual reality cognitive training system based on personalized and adaptive simulations of activities of daily living

Reabilitação Virtual: Videojogos ao serviço do estudo da recuperação do dano cerebral

From Body Tracking Interaction in Floor Projection Displays to Elderly Cardiorespiratory Training Through Exergaming

Feasibility Study of an Augmented Reality System for People With Dementia

Closing the Loop in Exergaming - Health Benefits of Biocybernetic Adaptation in Senior Adults.

KAVE: Building Kinect Based CAVE Automatic Virtual Environments, Methods for Surround- Screen Projection Management, Motion Parallax and Full-Body Interaction Support.

Exploring Materials and Object Properties in an Interactive Tangible System for Upper Limb Rehabilitation.

Is it necessary to show virtual limbs in action observation neurorehabilitation systems?

Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older adults

Towards Emotionally-Adaptive Virtual Reality for Mental Health Applications

Opening: PhD Student position in Virtual Reality and Physiological Computing

Personalizing paper-and-pencil training for cognitive rehabilitation: a feasibility study with a web-based Task Generator.

Call for Papers for the exp.at’19 Special Track STIMHA’19 “Smart Technologies and Interactive Media for Health Applications”