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Effects of prolonged multidimensional fitness training with exergames on the physical exertion levels of older adults
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A Study on EEG Power and Connectivity in a Virtual Reality Bimanual Rehabilitation Training System
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Impact of game mode in multi-user serious games for upper limb rehabilitation: a within-person randomized trial on engagement and social involvement
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Lessons Learned from Gamifying Functional Fitness Training Through Human-Centered Design Methods in Older Adults
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Impact of Game Mode on Engagement and Social Involvement in Multi-User Serious Games with Stroke Patients
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Comparing adaptive cognitive training in virtual reality and paper-and-pencil in a sample of stroke patients
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Inter- and Intra-Hemispheric EEG Connectivity in Healthy Subjects and Chronic Stroke Survivors
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Efficacy and Brain Imaging Correlates of an Immersive Motor Imagery BCI-driven VR System for Upper Limb Motor Rehabilitation: A Clinical Case Report.
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Musiquence: a framework to customize music and reminiscence cognitive stimulation activities for the dementia population.
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Usability evaluation of an integrative exergaming system for the senior population
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Learning to Assess the Quality of Stroke Rehabilitation Exercises
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Is it necessary to show virtual limbs in action observation neurorehabilitation systems?
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Reh@City v2.0: a comprehensive virtual reality cognitive training system based on personalized and adaptive simulations of activities of daily living
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Reabilitação Virtual: Videojogos ao serviço do estudo da recuperação do dano cerebral
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From Body Tracking Interaction in Floor Projection Displays to Elderly Cardiorespiratory Training Through Exergaming
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Feasibility Study of an Augmented Reality System for People With Dementia
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Closing the Loop in Exergaming - Health Benefits of Biocybernetic Adaptation in Senior Adults.
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KAVE: Building Kinect Based CAVE Automatic Virtual Environments, Methods for Surround- Screen Projection Management, Motion Parallax and Full-Body Interaction Support.
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Exploring Materials and Object Properties in an Interactive Tangible System for Upper Limb Rehabilitation.
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Is it necessary to show virtual limbs in action observation neurorehabilitation systems?
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Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older adults
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Towards Emotionally-Adaptive Virtual Reality for Mental Health Applications
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Opening: PhD Student position in Virtual Reality and Physiological Computing
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Personalizing paper-and-pencil training for cognitive rehabilitation: a feasibility study with a web-based Task Generator.
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Call for Papers for the exp.at’19 Special Track STIMHA’19 “Smart Technologies and Interactive Media for Health Applications”
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