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1
Virtual reality using games for improving physical functioning in older adults: a systematic review
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Virtual reality using games for improving physical functioning in older adults: a systematic review

Journal of neuroengineering and rehabilitation, 2014-11, Vol.11 (1), p.156-156 [Peer Reviewed Journal]

COPYRIGHT 2014 BioMed Central Ltd. ;2014 Molina et al.; licensee BioMed Central Ltd. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated. ;Molina et al.; licensee BioMed Central Ltd. 2014 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/1743-0003-11-156 ;PMID: 25399408

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2
Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis
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Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis

BMC neurology, 2017-06, Vol.17 (1), p.109-109, Article 109 [Peer Reviewed Journal]

COPYRIGHT 2017 BioMed Central Ltd. ;Copyright BioMed Central 2017 ;The Author(s). 2017 ;ISSN: 1471-2377 ;EISSN: 1471-2377 ;DOI: 10.1186/s12883-017-0888-0 ;PMID: 28595611

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3
Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke
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Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke

Journal of neuroengineering and rehabilitation, 2021-04, Vol.18 (1), p.63-63, Article 63 [Peer Reviewed Journal]

COPYRIGHT 2021 BioMed Central Ltd. ;2021. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2021 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-021-00850-2 ;PMID: 33853608

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4
Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis
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Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis

Systematic reviews, 2020-07, Vol.9 (1), p.1-163, Article 163 [Peer Reviewed Journal]

2020. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2020 ;ISSN: 2046-4053 ;EISSN: 2046-4053 ;DOI: 10.1186/s13643-020-01421-7 ;PMID: 32682439

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5
Leap motion controlled video game-based therapy for upper limb rehabilitation in patients with Parkinson's disease: a feasibility study
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Leap motion controlled video game-based therapy for upper limb rehabilitation in patients with Parkinson's disease: a feasibility study

Journal of neuroengineering and rehabilitation, 2019-11, Vol.16 (1), p.133-133, Article 133 [Peer Reviewed Journal]

COPYRIGHT 2019 BioMed Central Ltd. ;The Author(s). 2019 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-019-0593-x ;PMID: 31694653

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6
A task-specific interactive game-based virtual reality rehabilitation system for patients with stroke: a usability test and two clinical experiments
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A task-specific interactive game-based virtual reality rehabilitation system for patients with stroke: a usability test and two clinical experiments

Journal of neuroengineering and rehabilitation, 2014-03, Vol.11 (1), p.32-32, Article 32 [Peer Reviewed Journal]

COPYRIGHT 2014 BioMed Central Ltd. ;2014 Shin et al.; licensee BioMed Central Ltd. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. ;Copyright © 2014 Shin et al.; licensee BioMed Central Ltd. 2014 Shin et al.; licensee BioMed Central Ltd. ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/1743-0003-11-32 ;PMID: 24597650

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7
Recent advances in rehabilitation for Parkinson's Disease with Exergames: A Systematic Review
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Article
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Recent advances in rehabilitation for Parkinson's Disease with Exergames: A Systematic Review

Journal of neuroengineering and rehabilitation, 2019-01, Vol.16 (1), p.17-17, Article 17 [Peer Reviewed Journal]

COPYRIGHT 2019 BioMed Central Ltd. ;Copyright © 2019. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s). 2019 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-019-0492-1 ;PMID: 30696453

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8
Control mapping in virtual reality: effects on spatial presence and controller naturalness
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Control mapping in virtual reality: effects on spatial presence and controller naturalness

Virtual reality : the journal of the Virtual Reality Society, 2018-03, Vol.22 (1), p.79-88 [Peer Reviewed Journal]

Springer-Verlag London 2017 ;Virtual Reality is a copyright of Springer, (2017). All Rights Reserved. ;ISSN: 1359-4338 ;EISSN: 1434-9957 ;DOI: 10.1007/s10055-017-0316-1

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9
Fear and loathing in VR: the emotional and physiological effects of immersive games
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Fear and loathing in VR: the emotional and physiological effects of immersive games

Virtual reality : the journal of the Virtual Reality Society, 2022-03, Vol.26 (1), p.223-234 [Peer Reviewed Journal]

The Author(s) 2021 ;The Author(s) 2021. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1359-4338 ;EISSN: 1434-9957 ;DOI: 10.1007/s10055-021-00555-w

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10
Effects of virtual reality associated with serious games for upper limb rehabilitation inpatients with multiple sclerosis: randomized controlled trial
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Effects of virtual reality associated with serious games for upper limb rehabilitation inpatients with multiple sclerosis: randomized controlled trial

Journal of neuroengineering and rehabilitation, 2020-07, Vol.17 (1), p.90-90 [Peer Reviewed Journal]

COPYRIGHT 2020 BioMed Central Ltd. ;2020. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2020 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-020-00718-x ;PMID: 32660604

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11
Are active video games useful in the development of gross motor skills among non-typically developing children? A meta-analysis
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Are active video games useful in the development of gross motor skills among non-typically developing children? A meta-analysis

BMC sports science, medicine & rehabilitation, 2022-07, Vol.14 (1), p.1-140, Article 140 [Peer Reviewed Journal]

COPYRIGHT 2022 BioMed Central Ltd. ;2022. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2022 ;ISSN: 2052-1847 ;EISSN: 2052-1847 ;DOI: 10.1186/s13102-022-00532-z ;PMID: 35870986

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12
Vestibular rehabilitation potential of commercially available virtual reality video games
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Vestibular rehabilitation potential of commercially available virtual reality video games

Journal of otolaryngology-head and neck surgery, 2023-08, Vol.52 (1), p.54-54 [Peer Reviewed Journal]

COPYRIGHT 2023 BioMed Central Ltd. ;Canadian Society Of Otolaryngology-Head & Neck Surgery 2023 ;ISSN: 1916-0216 ;ISSN: 1916-0208 ;EISSN: 1916-0216 ;DOI: 10.1186/s40463-023-00642-9

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13
Falls Sensei: a serious 3D exploration game to enable the detection of extrinsic home fall hazards for older adults
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Falls Sensei: a serious 3D exploration game to enable the detection of extrinsic home fall hazards for older adults

BMC medical informatics and decision making, 2019-04, Vol.19 (1), p.85-85, Article 85 [Peer Reviewed Journal]

COPYRIGHT 2019 BioMed Central Ltd. ;2019. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s). 2019 ;ISSN: 1472-6947 ;EISSN: 1472-6947 ;DOI: 10.1186/s12911-019-0808-x ;PMID: 30992072

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14
What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review
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Article
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What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review

Journal of neuroengineering and rehabilitation, 2019-06, Vol.16 (1), p.79-79, Article 79 [Peer Reviewed Journal]

COPYRIGHT 2019 BioMed Central Ltd. ;The Author(s). 2019 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-019-0546-4 ;PMID: 31248439

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15
Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study
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Article
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Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study

Journal of neuroengineering and rehabilitation, 2020-11, Vol.17 (1), p.154-154, Article 154 [Peer Reviewed Journal]

COPYRIGHT 2020 BioMed Central Ltd. ;2020. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2020 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-020-00788-x ;PMID: 33228710

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16
Feasibility of a virtual reality-based exercise intervention and low-cost motion tracking method for estimation of motor proficiency in youth with autism spectrum disorder
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Feasibility of a virtual reality-based exercise intervention and low-cost motion tracking method for estimation of motor proficiency in youth with autism spectrum disorder

Journal of neuroengineering and rehabilitation, 2022-01, Vol.19 (1), p.1-1, Article 1 [Peer Reviewed Journal]

2022. The Author(s). ;COPYRIGHT 2022 BioMed Central Ltd. ;2022. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2022 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-021-00978-1 ;PMID: 34996473

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17
Effects of Nintendo Wii fit game training on balance among Lebanese older adults
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Effects of Nintendo Wii fit game training on balance among Lebanese older adults

Aging clinical and experimental research, 2020-11, Vol.32 (11), p.2271-2278 [Peer Reviewed Journal]

Springer Nature Switzerland AG 2019 ;Springer Nature Switzerland AG 2019. ;ISSN: 1720-8319 ;ISSN: 1594-0667 ;EISSN: 1720-8319 ;DOI: 10.1007/s40520-019-01425-x ;PMID: 31802405

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18
Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments
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Article
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Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments

Journal of neuroengineering and rehabilitation, 2020-04, Vol.17 (1), p.48-48, Article 48 [Peer Reviewed Journal]

COPYRIGHT 2020 BioMed Central Ltd. ;2020. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2020 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-020-00678-2 ;PMID: 32276664

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19
Study protocol for a randomized controlled trial of the NEIVATECH virtual reality system to improve visual function in children with anisometropic amblyopia
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Article
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Study protocol for a randomized controlled trial of the NEIVATECH virtual reality system to improve visual function in children with anisometropic amblyopia

BMC ophthalmology, 2022-06, Vol.22 (1), p.253-9, Article 253 [Peer Reviewed Journal]

2022. The Author(s). ;COPYRIGHT 2022 BioMed Central Ltd. ;2022. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2022 ;ISSN: 1471-2415 ;EISSN: 1471-2415 ;DOI: 10.1186/s12886-022-02466-z ;PMID: 35672688

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20
Virtual reality-based treatment for regaining upper extremity function induces cortex grey matter changes in persons with acquired brain injury
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Virtual reality-based treatment for regaining upper extremity function induces cortex grey matter changes in persons with acquired brain injury

Journal of neuroengineering and rehabilitation, 2020-09, Vol.17 (1), p.127-127, Article 127 [Peer Reviewed Journal]

2020. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2020 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-020-00754-7 ;PMID: 32919473

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