Virtual reality for neurorehabilitation and cognitive enhancement

DD Georgiev, I Georgieva, Z Gong, V Nanjappan… - Brain sciences, 2021 - mdpi.com
Our access to computer-generated worlds changes the way we feel, how we think, and how
we solve problems. In this review, we explore the utility of different types of virtual reality …

A comprehensive review on usage of Internet of Things (IoT) in healthcare system

KR Darshan, KR Anandakumar - … International Conference on …, 2015 - ieeexplore.ieee.org
Prediction of Chronic Disorders in early stage is very vital. IoT facilitated remote health
monitoring system has enormous benefits over customary health monitoring system. It is …

[HTML][HTML] Combining brain–computer interface and virtual reality for rehabilitation in neurological diseases: A narrative review

D Wen, Y Fan, SH Hsu, J Xu, Y Zhou, J Tao… - Annals of physical and …, 2021 - Elsevier
Background The traditional rehabilitation for neurological diseases lacks the active
participation of patients, its process is monotonous and tedious, and the effects need to be …

Wearable brain–computer interface instrumentation for robot-based rehabilitation by augmented reality

P Arpaia, L Duraccio, N Moccaldi… - IEEE Transactions on …, 2020 - ieeexplore.ieee.org
An instrument for remote control of the robot by wearable brain-computer interface (BCI) is
proposed for rehabilitating children with attention-deficit/hyperactivity disorder (ADHD) …

[HTML][HTML] A virtual reality game (The Secret Trail of Moon) for treating attention-deficit/hyperactivity disorder: development and usability study

M Rodrigo-Yanguas, M Martin-Moratinos… - JMIR Serious …, 2021 - games.jmir.org
Background Attention-deficit/hyperactivity disorder (ADHD) affects between 4% and 8% of
children worldwide. The treatment of choice is multimodal treatment. Multimodal …

Computer-assisted learning for improving ADHD individuals' executive functions through gamified interventions: A review

E Alabdulakareem, M Jamjoom - Entertainment Computing, 2020 - Elsevier
Abstract Computer-Assisted Learning (CAL), specifically gamified interventions, is a
promising intervention for people suffering from Attention-Deficit/Hyperactivity Disorder …

A prototype SSVEP based real time BCI gaming system

I Martišius, R Damaševičius - Computational intelligence and …, 2016 - Wiley Online Library
Although brain‐computer interface technology is mainly designed with disabled people in
mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality …

Serious video games: angels or demons in patients with attention-deficit hyperactivity disorder? A quasi-systematic review

M Rodrigo-Yanguas, C González-Tardón… - Frontiers in …, 2022 - frontiersin.org
Objective To carry out a quasi-systematic review of the use of serious video games for health
as a cognitive rehabilitative tool in patients diagnosed with attention-deficit hyperactivity …

Brain-computer interfaces for children with complex communication needs and limited mobility: a systematic review

S Orlandi, SC House, P Karlsson, R Saab… - Frontiers in Human …, 2021 - frontiersin.org
Brain-computer interfaces (BCIs) represent a new frontier in the effort to maximize the ability
of individuals with profound motor impairments to interact and communicate. While much …

The current research of combining multi-modal brain-computer interfaces with virtual reality

D Wen, B Liang, Y Zhou, H Chen… - IEEE journal of …, 2020 - ieeexplore.ieee.org
Combing brain-computer interfaces (BCI) and virtual reality (VR) is a novel technique in the
field of medical rehabilitation and game entertainment. However, the limitations of BCI such …