BIOMARKERS

Molecular Biopsy of Human Tumors

- a resource for Precision Medicine *

384 related articles for article (PubMed ID: 28374808)

  • 1. Visuomotor adaptation in head-mounted virtual reality versus conventional training.
    Anglin JM; Sugiyama T; Liew SL
    Sci Rep; 2017 Apr; 7():45469. PubMed ID: 28374808
    [TBL] [Abstract][Full Text] [Related]  

  • 2. Increased cognitive load in immersive virtual reality during visuomotor adaptation is associated with decreased long-term retention and context transfer.
    Juliano JM; Schweighofer N; Liew SL
    J Neuroeng Rehabil; 2022 Oct; 19(1):106. PubMed ID: 36199101
    [TBL] [Abstract][Full Text] [Related]  

  • 3. Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments.
    Juliano JM; Liew SL
    J Neuroeng Rehabil; 2020 Apr; 17(1):48. PubMed ID: 32276664
    [TBL] [Abstract][Full Text] [Related]  

  • 4. A curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment.
    Chang H; Woo SH; Kang S; Lee CY; Lee JY; Ryu JK
    Front Psychiatry; 2022; 13():963303. PubMed ID: 36895426
    [TBL] [Abstract][Full Text] [Related]  

  • 5. Immersive virtual reality during gait rehabilitation increases walking speed and motivation: a usability evaluation with healthy participants and patients with multiple sclerosis and stroke.
    Winter C; Kern F; Gall D; Latoschik ME; Pauli P; Käthner I
    J Neuroeng Rehabil; 2021 Apr; 18(1):68. PubMed ID: 33888148
    [TBL] [Abstract][Full Text] [Related]  

  • 6. Desktop VR Is Better Than Non-ambulatory HMD VR for Spatial Learning.
    Srivastava P; Rimzhim A; Vijay P; Singh S; Chandra S
    Front Robot AI; 2019; 6():50. PubMed ID: 33501066
    [TBL] [Abstract][Full Text] [Related]  

  • 7. A comparative experimental study of visual brain event-related potentials to a working memory task: virtual reality head-mounted display versus a desktop computer screen.
    Aksoy M; Ufodiama CE; Bateson AD; Martin S; Asghar AUR
    Exp Brain Res; 2021 Oct; 239(10):3007-3022. PubMed ID: 34347129
    [TBL] [Abstract][Full Text] [Related]  

  • 8. Comparison of visual fatigue caused by head-mounted display for virtual reality and two-dimensional display using objective and subjective evaluation.
    Hirota M; Kanda H; Endo T; Miyoshi T; Miyagawa S; Hirohara Y; Yamaguchi T; Saika M; Morimoto T; Fujikado T
    Ergonomics; 2019 Jun; 62(6):759-766. PubMed ID: 30773103
    [TBL] [Abstract][Full Text] [Related]  

  • 9. The Use of Virtual Reality Through Head-Mounted Display on Balance and Gait in Older Adults: A Scoping Review.
    Delgado F; Der Ananian C
    Games Health J; 2021 Feb; 10(1):2-12. PubMed ID: 32598189
    [No Abstract]   [Full Text] [Related]  

  • 10. Does an outdoor virtual environment projected in a head-mounted display affect balance in healthy young adults?
    Ruiz V; Simoneau-Buessinger E; Gillet C; Elie D; Wallard L
    J Bodyw Mov Ther; 2024 Jan; 37():83-89. PubMed ID: 38432846
    [TBL] [Abstract][Full Text] [Related]  

  • 11. Embodiment Is Related to Better Performance on a Brain-Computer Interface in Immersive Virtual Reality: A Pilot Study.
    Juliano JM; Spicer RP; Vourvopoulos A; Lefebvre S; Jann K; Ard T; Santarnecchi E; Krum DM; Liew SL
    Sensors (Basel); 2020 Feb; 20(4):. PubMed ID: 32098317
    [TBL] [Abstract][Full Text] [Related]  

  • 12. Virtual Reality as a Therapy Tool for Walking Activities in Pediatric Neurorehabilitation: Usability and User Experience Evaluation.
    Ammann-Reiffer C; Kläy A; Keller U
    JMIR Serious Games; 2022 Jul; 10(3):e38509. PubMed ID: 35834316
    [TBL] [Abstract][Full Text] [Related]  

  • 13. Reliability of the Dynavision task in virtual reality to explore visuomotor phenotypes.
    Pratviel Y; Deschodt-Arsac V; Larrue F; Arsac LM
    Sci Rep; 2021 Jan; 11(1):587. PubMed ID: 33436738
    [TBL] [Abstract][Full Text] [Related]  

  • 14. Impact of Parkinson's disease and dopaminergic medication on adaptation to explicit and implicit visuomotor perturbations.
    Mongeon D; Blanchet P; Messier J
    Brain Cogn; 2013 Mar; 81(2):271-82. PubMed ID: 23313834
    [TBL] [Abstract][Full Text] [Related]  

  • 15. Flexible explicit but rigid implicit learning in a visuomotor adaptation task.
    Bond KM; Taylor JA
    J Neurophysiol; 2015 Jun; 113(10):3836-49. PubMed ID: 25855690
    [TBL] [Abstract][Full Text] [Related]  

  • 16. Bringing the outside in: The feasibility of virtual reality with people with dementia in an inpatient psychiatric care setting.
    Rose V; Stewart I; Jenkins KG; Tabbaa L; Ang CS; Matsangidou M
    Dementia (London); 2021 Jan; 20(1):106-129. PubMed ID: 31510801
    [TBL] [Abstract][Full Text] [Related]  

  • 17. A Novel Method to Understand Neural Oscillations During Full-Body Reaching: A Combined EEG and 3D Virtual Reality Study.
    Wang WE; Ho RLM; Gatto B; Der Veen SMV; Underation MK; Thomas JS; Antony AB; Coombes SA
    IEEE Trans Neural Syst Rehabil Eng; 2020 Dec; 28(12):3074-3082. PubMed ID: 33232238
    [TBL] [Abstract][Full Text] [Related]  

  • 18. What factors influence continuous usage intention of head-mounted display-based virtual reality content?: a cross-sectional survey.
    Choi J; Moon H; Park M
    Korean J Women Health Nurs; 2023 Sep; 29(3):208-218. PubMed ID: 37813664
    [TBL] [Abstract][Full Text] [Related]  

  • 19. Change in Blink Rate in the Metaverse VR HMD and AR Glasses Environment.
    Kim J; Hwang L; Kwon S; Lee S
    Int J Environ Res Public Health; 2022 Jul; 19(14):. PubMed ID: 35886402
    [TBL] [Abstract][Full Text] [Related]  

  • 20. The influence of awareness on explicit and implicit contributions to visuomotor adaptation over time.
    Neville KM; Cressman EK
    Exp Brain Res; 2018 Jul; 236(7):2047-2059. PubMed ID: 29744566
    [TBL] [Abstract][Full Text] [Related]  

    [Next]    [New Search]
    of 20.