Balance NAVE: a virtual reality facility for research and rehabilitation of balance disorders
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
What's Real About Virtual Reality?
IEEE Computer Graphics and Applications
Post-Stroke Rehabilitation with the Rutgers Ankle System: A Case Study
Presence: Teleoperators and Virtual Environments
Virtual Reality and Driving: The Road to Better Assessment for Cognitively Impaired Populations
Presence: Teleoperators and Virtual Environments
A virtual environment to re-create the auditory and visual hallucinations of psychosis
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Using Augmented Reality to Treat Phobias
IEEE Computer Graphics and Applications
Computer-aided in situ cognitive behavioral therapy
ACST'06 Proceedings of the 2nd IASTED international conference on Advances in computer science and technology
The validity of a virtual human experience for interpersonal skills education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards Fast Prototyping of IVAs Behavior: Pogamut 2
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
The development of a virtual reality environment to model the experience of schizophrenia
ICCS'03 Proceedings of the 2003 international conference on Computational science: PartIII
ACM Transactions on Applied Perception (TAP)
Proceedings of the ACM Symposium on Applied Perception
Visual attention to wayfinding aids in virtual environments
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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Most current VR application domains are expensive, large-scale applications that are sold to, and used by, a few rich customers. Currently, there is no such thing as a VR mass market. Successful commercial VR is based on selling expensive pieces of hardware and software to a small number of clients who have the financial, spatial, and human resources to purchase, house, and maintain them. The one exception has been the use of virtual environments in the treatment of psychological disorders. The typical customer for these systems is not a large government agency or international company, but usually a clinician in a hospital or an independent clinic. As a result, VR therapy systems have had to be inexpensive, easy to use and maintain, and usually must fit into existing space in a clinician's office.