VR for Rehabilitation: The Therapist Interaction and Experience
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Publisher
Springer Nature Switzerland
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-19679-9_66
Reference10 articles.
1. Gmez-Portes, C., Lacave, C., Molina, I., Vallejo, D.: Home rehabilitation based on gamification and serious games for young people: a systematic mapping study. Appl. Sci. 10, 8849 (2020). https://doi.org/10.3390/app10248849
2. González-González, S., Toledo-Delgado, A., Muñoz-Cruz, V., Torres-Carrion, P.V.: Serious games for rehabilitation: gestural interaction in personalized gamified exercises through a recommender system. J. Biomed. Inform. 97, 103266 (2019)
3. Ogawa, F., You, T., Leveille, G.: Potential benefits of exergaming for cognition and dual-task function in older adults: a systematic review. J. Aging Phys. Act. 24, 332–336 (2016)
4. Giesteira, B., Silva, J., Sarmento, T., Abreu, P., Restivo, T. Carnival play: ehealth solution to evaluate, rehabilitate, and monitor dexterity and manual strength. In: Alexandre Peixoto de Queirós, R., Marques, A. (eds.), Handbook of Research on Solving Modern Healthcare Challenges with Gamification, pp. 206–242. IGI Global (2021). https://doi.org/10.4018/978-1-7998-7472-0.ch012
5. Hardy, S., Dutz, T., Wiemeyer, J., Göbel, S., Steinmetz, R.: Framework for personalized and adaptive game-based training programs in health sport. Multim. Tools Appl. 74(14), 5289–5311 (2014). https://doi.org/10.1007/s11042-014-2009-z
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