A Game-Based Virtualized Reality Approach for Simultaneous Rehabilitation of Motor Skill and Confidence
暂无分享,去创建一个
[1] D. Cervone. Randomization tests to determine significance levels for microanalytic congruences between self-efficacy and behavior , 1985, Cognitive Therapy and Research.
[2] J. McComas,et al. Benefits of activity and virtual reality based balance exercise programmes for adults with traumatic brain injury: Perceptions of participants and their caregivers , 2005, Brain injury.
[3] J.E. Deutsch,et al. Technical and Patient Performance Using a Virtual Reality-Integrated Telerehabilitation System: Preliminary Finding , 2007, IEEE Transactions on Neural Systems and Rehabilitation Engineering.
[4] Ian Bogost,et al. Persuasive Games: The Expressive Power of Videogames , 2007 .
[5] Grigore C. Burdea,et al. Guest Editorial Special Theme on Virtual Rehabilitation , 2007 .
[6] M. Holden,et al. Telerehabilitation Using a Virtual Environment Improves Upper Extremity Function in Patients With Stroke , 2007, IEEE Transactions on Neural Systems and Rehabilitation Engineering.
[7] A. Rizzo,et al. Game-based telerehabilitation. , 2009, European journal of physical and rehabilitation medicine.
[8] Heidi Sveistrup,et al. An Intensive Virtual Reality Program Improves Functional Balance and Mobility of Adolescents With Cerebral Palsy , 2011, Pediatric physical therapy : the official publication of the Section on Pediatrics of the American Physical Therapy Association.
[9] Mi Young Lee,et al. Cortical reorganization associated lower extremity motor recovery as evidenced by functional MRI and diffusion tensor tractography in a stroke patient. , 2005, Restorative neurology and neuroscience.
[10] L. Zollo,et al. Robotic technologies and rehabilitation: new tools for upper-limb therapy and assessment in chronic stroke. , 2011, European journal of physical and rehabilitation medicine.
[11] David M Brennan,et al. Human factors in the development and implementation of telerehabilitation systems , 2008, Journal of telemedicine and telecare.
[12] Heidi Sveistrup,et al. Motor rehabilitation using virtual reality , 2004, Journal of NeuroEngineering and Rehabilitation.
[13] R. C. Oldfield. The assessment and analysis of handedness: the Edinburgh inventory. , 1971, Neuropsychologia.
[14] Trevor G Russell,et al. Physical rehabilitation using telemedicine , 2007, Journal of telemedicine and telecare.
[15] Grigore C. Burdea,et al. A virtual-reality-based telerehabilitation system with force feedback , 2000, IEEE Transactions on Information Technology in Biomedicine.
[16] Alasdair G. Thin,et al. Flow Experience and Mood States While Playing Body Movement-Controlled Video Games , 2011, Games Cult..
[17] G. Burdea,et al. Telerehabilitation Using the Rutgers Master II Glove Following Carpal Tunnel Release Surgery: Proof-of-Concept , 2007, IEEE Transactions on Neural Systems and Rehabilitation Engineering.
[18] M. Tinetti,et al. Fear of falling and fall-related efficacy in relationship to functioning among community-living elders. , 1994, Journal of gerontology.
[19] Gerard Jounghyun Kim,et al. A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy , 2005, Presence: Teleoperators & Virtual Environments.
[20] Heidi Sveistrup,et al. Feasibility, Motivation, and Selective Motor Control: Virtual Reality Compared to Conventional Home Exercise in Children with Cerebral Palsy , 2006, Cyberpsychology Behav. Soc. Netw..
[21] Sue Cobb,et al. Design and Development of a Virtual-Reality Based System for Improving Vision in Children with Amblyopia , 2011 .
[22] John L. Sherry. Flow and Media Enjoyment , 2004 .
[23] M. Levin,et al. Virtual Reality in Stroke Rehabilitation: A Meta-Analysis and Implications for Clinicians , 2011, Stroke.
[24] Zahra Moussavi,et al. Effects of an Interactive Computer Game Exercise Regimen on Balance Impairment in Frail Community-Dwelling Older Adults: A Randomized Controlled Trial , 2011, Physical Therapy.
[25] A Bandura,et al. Cognitive processes mediating behavioral change. , 1977, Journal of personality and social psychology.
[26] E. Tunik,et al. Innovative approaches to the rehabilitation of upper extremity hemiparesis using virtual environments. , 2009, European journal of physical and rehabilitation medicine.
[27] Rachel Proffitt,et al. Development of an Interactive Game-Based Rehabilitation Tool for Dynamic Balance Training , 2010, Topics in stroke rehabilitation.
[28] Andrew K. Przybylski,et al. The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .
[29] Henk J Stam,et al. Energy expenditure in chronic stroke patients playing Wii Sports: a pilot study , 2011, Journal of NeuroEngineering and Rehabilitation.
[30] D. Theodoros,et al. Telerehabilitation: current perspectives. , 2008, Studies in health technology and informatics.
[31] Hunter G Hoffman,et al. The Effect of Virtual Reality on Pain and Range of Motion in Adults With Burn Injuries , 2009, Journal of burn care & research : official publication of the American Burn Association.
[32] P. Lehoux,et al. A systematic review of clinical outcomes, clinical process, healthcare utilization and costs associated with telerehabilitation , 2009, Disability and rehabilitation.