Visually induced motion sickness in virtual environments
Presence: Teleoperators and Virtual Environments
Spatial orientation, adaptation, and motion sickness in real and virtual environments
Presence: Teleoperators and Virtual Environments
International Journal of Human-Computer Studies - Special issue: the role of cognitive science in human-computer interaction
Force and touch feedback for virtual reality
Force and touch feedback for virtual reality
Postural instability induced by virtual reality exposure: development of a certification protocol
International Journal of Human-Computer Interaction - Special issue on human-virtual environment interaction
Pfinder: Real-Time Tracking of the Human Body
IEEE Transactions on Pattern Analysis and Machine Intelligence
Computer Power and Human Reason: From Judgment to Calculation
Computer Power and Human Reason: From Judgment to Calculation
Interaction Design
Physiological measures of presence in stressful virtual environments
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Design for presence: a structured approach to virtual reality system design
Presence: Teleoperators and Virtual Environments - Virtual environments: Virtual environments and mobile robots: Control, simulation, and robot pilot training
Implementation and evaluation of "just follow me": an immersive, VR-based, motion-training system
Presence: Teleoperators and Virtual Environments
TextureExplorer: A Tactile and Force Display for Virtual Textures
HAPTICS '02 Proceedings of the 10th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
Quantification of adaptation to virtual-eye location in see-thru head-mounted displays
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Tactual Displays for Wearable Computing
ISWC '97 Proceedings of the 1st IEEE International Symposium on Wearable Computers
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
A neuroimaging pilot study of task loading and executive function using a virtual apartment
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Virtual-environment-based telerehabilitation in patients with stroke
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Digital Game-Based Learning
An Introduction to 3-D User Interface Design
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Using Virtual Environments in the Assessment of Executive Dysfunction
Presence: Teleoperators and Virtual Environments
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
IEEE Transactions on Information Technology in Biomedicine
Comparison of two VR platforms for rehabilitation: video capture versus HMD
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Presence: Teleoperators and Virtual Environments
An analysis of eye scanpath entropy in a progressively forming virtual environment
Presence: Teleoperators and Virtual Environments
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar
Presence: Teleoperators and Virtual Environments
Towards customizable games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Combining virtual reality and functional magnetic resonance imaging (fMRI): problems and solutions
USAB'07 Proceedings of the 3rd Human-computer interaction and usability engineering of the Austrian computer society conference on HCI and usability for medicine and health care
Interacting with Computers
Presence: Teleoperators and Virtual Environments
Virtual smell: authentic smell diffusion in virtual environments
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Cognitive engineering for technology in mental health care and rehabilitation
Proceedings of the 28th Annual European Conference on Cognitive Ergonomics
Mixed reality as a means to strengthen post-stroke rehabilitation
Proceedings of the 2011 international conference on Virtual and mixed reality: systems and applications - Volume Part II
Virtual reality and hybrid technology for neurorehabilitations
ICCSA'11 Proceedings of the 2011 international conference on Computational science and its applications - Volume Part IV
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: applications and services - Volume Part IV
Proceedings of the 29th Annual European Conference on Cognitive Ergonomics
Collaborative virtual rehabilitation system with home treatment integration
Proceedings of the 2nd Conference on Wireless Health
D-flow: immersive virtual reality and real-time feedback for rehabilitation
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Using olfactive virtual environments for learning organic molecules
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Validating the neuro vr-based virtual version of the multiple errands test: Preliminary results
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Interactive graphical design of 3d serious neurorehabilitation games
Presence: Teleoperators and Virtual Environments
Presence and general principles of brain function
Interacting with Computers
High ecological validity and accurate stimulus control in VR-based psychological experiments
EGVE'07 Proceedings of the 13th Eurographics conference on Virtual Environments
Virtual reality negotiation training increases negotiation knowledge and skill
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Physically interactive tabletop augmented reality using the Kinect
Proceedings of the 27th Conference on Image and Vision Computing New Zealand
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
Upper extremity rehabilitation after stroke: biofeedback gaming for attention and muscle use
Proceedings of the 6th International Conference on Rehabilitation Engineering & Assistive Technology
AGATHE: a tool for personalized rehabilitation of cognitive functions
ACM SIGGRAPH 2013 Emerging Technologies
The wise cursor: assisted selection in 3D serious games
The Visual Computer: International Journal of Computer Graphics
Evaluating therapeutic engagement and expressive communication in immersive multimedia environments
UAHCI'13 Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: user and context diversity - Volume 2
Designing co-located tabletop interaction for rehabilitation of brain injury
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Games on prescription! evaluation of the elinor console for home-based stroke rehabilitation
Transactions on Edutainment IX
International Journal of Human-Computer Studies
Dreamware: edutainment system for children with developmental disability
Multimedia Tools and Applications
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The use of virtual-reality technology in the areas of rehabilitation and therapy continues to grow, with encouraging results being reported for applications that address human physical, cognitive, and psychological functioning. This article presents a SWOT (Strengths, Weaknesses, Opportunities, and Threats) analysis for the field of VR rehabilitation and therapy. The SWOT analysis is a commonly employed framework in the business world for analyzing the factors that influence a company's competitive position in the marketplace with an eye to the future. However, the SWOT framework can also be usefully applied outside of the pure business domain. A quick check on the Internet will turn up SWOT analyses for urban-renewal projects, career planning, website design, youth sports programs, and evaluation of academic research centers, and it becomes obvious that it can be usefully applied to assess and guide any organized human endeavor designed to accomplish a mission. It is hoped that this structured examination of the factors relevant to the current and future status of VR rehabilitation will provide a good overview of the key issues and concerns that are relevant for understanding and advancing this vital application area.