Virtual reality (VR) is a promising tool to promote motor (re) learning in healthy users and brain-injured patients. However, in current VR-based motor training, movements of the users …
There is an open call for technology to be more playful [5, 79] and for tech design to be more inclusive of people with disabilities [80]. In the era of COVID19, it is often unsafe for the …
A Elor, M Powell, E Mahmoodi, N Hawthorne… - ACM Transactions on …, 2020 - dl.acm.org
Inactivity and a lack of engagement with exercise is a pressing health problem in the United States and beyond. Immersive Virtual Reality (iVR) is a promising medium to motivate users …
A Elor, M Powell, E Mahmoodi… - IEEE Transactions …, 2021 - ieeexplore.ieee.org
Immersive virtual reality (iVR) head-mounted display (HMD) systems paired with serious exercise games can positively augment physical rehabilitation process from both …
Despite the growth of Virtual Reality (VR), the design space of collocated social play in VR remains narrow. Here we present Astaire, a collaborative hybrid VR dance game for two …
Feedback is often linked to rewards element in gamification to motivate users. However, there are more to feedbacks than rewards elements. Feedback can provide user with useful …
Immersive Virtual Reality paired with soft robotics may be synergized to create personalized assistive therapy experiences. Virtual worlds hold power to stimulate the user with newly …
Objective: The adoption of telehealth has rapidly accelerated owing to the global COVID19 pandemic disrupting communities and in-person healthcare practices. While telehealth had …
JP Salisbury, TM Aronson, TJ Simon - … of the 2020 annual symposium on …, 2020 - dl.acm.org
After a stroke, it is common to experience weakness or paralysis on one side of the body, including difficulty incorporating an affected upper extremity in activities of daily living. Virtual …