Recent advances on using virtual reality technologies for rehabilitation
In: Disability Studies
Intro -- RECENT ADVANCES ON USING VIRTUAL REALITY TECHNOLOGIES FOR REHABILITATION -- RECENT ADVANCES ON USING VIRTUAL REALITY TECHNOLOGIES FOR REHABILITATION -- Library of Congress Cataloging-in-Publication Data -- CONTENTS -- INTRODUCTION -- Chapter 1 RECENT ADVANCES IN THE USE OF VIRTUAL REALITY TECHNOLOGIES FOR REHABILITATION -- Abstract -- SECTION ONE: TECHNOLOGY AND REHABILITATION -- Chapter 2 A PARTICIPATORY DESIGN FRAMEWORK FOR THE GAMIFICATION OF REHABILITATION SYSTEMS -- Abstract -- Introduction -- GAMER framework -- PACT gamification framework -- Conclusion -- References -- Chapter 3 CONDUCTING FOCUS GROUPS IN SECOND LIFE® ON HEALTH-RELATED TOPICS -- Abstract -- Introduction -- Methods -- Focus groups in virtual worlds -- Focus group facilitator selection and training -- Virtual world focus group procedures -- Results -- Dealing with generic issues specific to virtual worlds (Second Life) -- Novel features of virtual world functioning -- Advantages of conducting focus groups in virtual worlds -- Disadvantages of conducting focus groups in virtual worlds -- Discussion -- Acknowledgment -- References -- Chapter 4 SELF-MANAGEMENT INTERVENTION FOR AMPUTEES IN A VIRTUAL WORLD ENVIRONMENT -- Abstract -- Introduction -- Methods -- Subjects -- Analysis -- Results -- Discussion -- Acknowledgments -- References -- Chapter 5 EVIDENCE-BASED FACIAL DESIGN OF AN INTERACTIVE VIRTUAL ADVOCATE -- Abstract -- Introduction -- Avatar characteristics: requirements and evidence -- Facial characteristics -- Voice -- Interaction and ongoing development -- Acknowledgments -- References -- Chapter 6 REFLECTIONS AND EARLY EVIDENCE OF THE IMPORTANCE OF PRESENCE FOR THREE TYPES OF FEEDBACK IN VIRTUAL MOTOR REHABILITATION -- Abstract -- Introduction -- Dimensions of presence -- Motor rehabilitation after stroke.