417 related articles for article (PubMed ID: 32598189)
1. 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]
2. The Influence of Virtual Reality Head-Mounted Displays on Balance Outcomes and Training Paradigms: A Systematic Review.
Soltani P; Andrade R
Front Sports Act Living; 2020; 2():531535. PubMed ID: 33634259
[No Abstract] [Full Text] [Related]
3. Virtual Reality-A Supplement to Posturography or a Novel Balance Assessment Tool?
Rosiak O; Puzio A; Kaminska D; Zwolinski G; Jozefowicz-Korczynska M
Sensors (Basel); 2022 Oct; 22(20):. PubMed ID: 36298254
[TBL] [Abstract][Full Text] [Related]
4. 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]
5. The Validity of an Oculus Rift to Assess Postural Changes During Balance Tasks.
Marchetto J; Wright WG
Hum Factors; 2019 Dec; 61(8):1340-1352. PubMed ID: 30917062
[TBL] [Abstract][Full Text] [Related]
6. Virtual Reality for the Treatment of Anxiety Disorders: A Scoping Review.
Donnelly MR; Reinberg R; Ito KL; Saldana D; Neureither M; Schmiesing A; Jahng E; Liew SL
Am J Occup Ther; 2021 Nov; 75(6):. PubMed ID: 34817595
[TBL] [Abstract][Full Text] [Related]
7. 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]
8. Effects of immersive virtual reality training on balance, gait and mobility in older adults: A systematic review and meta-analysis.
Lee J; Phu S; Lord SR; Okubo Y
Gait Posture; 2024 May; 110():129-137. PubMed ID: 38581933
[TBL] [Abstract][Full Text] [Related]
9. 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]
10. Effects of virtual reality rehabilitation training on gait and balance in patients with Parkinson's disease: A systematic review.
Lei C; Sunzi K; Dai F; Liu X; Wang Y; Zhang B; He L; Ju M
PLoS One; 2019; 14(11):e0224819. PubMed ID: 31697777
[TBL] [Abstract][Full Text] [Related]
11. 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]
12. 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]
13. Effects of wearing a head-mounted display during a standard clinical test of dynamic balance.
Almajid R; Tucker C; Keshner E; Vasudevan E; Wright WG
Gait Posture; 2021 Mar; 85():78-83. PubMed ID: 33517040
[TBL] [Abstract][Full Text] [Related]
14. Effect of Virtual Reality Training on Balance and Gait Ability in Patients With Stroke: Systematic Review and Meta-Analysis.
de Rooij IJ; van de Port IG; Meijer JG
Phys Ther; 2016 Dec; 96(12):1905-1918. PubMed ID: 27174255
[TBL] [Abstract][Full Text] [Related]
15. Immersive virtual reality health games: a narrative review of game design.
Tao G; Garrett B; Taverner T; Cordingley E; Sun C
J Neuroeng Rehabil; 2021 Feb; 18(1):31. PubMed ID: 33573684
[TBL] [Abstract][Full Text] [Related]
16. Contextual sensory integration training via head mounted display for individuals with vestibular disorders: a feasibility study.
Lubetzky AV; Kelly J; Wang Z; Gospodarek M; Fu G; Sutera J; Hujsak BD
Disabil Rehabil Assist Technol; 2022 Jan; 17(1):74-84. PubMed ID: 32421374
[TBL] [Abstract][Full Text] [Related]
17. Applications of Head-Mounted Displays for Virtual Reality in Adult Physical Rehabilitation: A Scoping Review.
Saldana D; Neureither M; Schmiesing A; Jahng E; Kysh L; Roll SC; Liew SL
Am J Occup Ther; 2020; 74(5):7405205060p1-7405205060p15. PubMed ID: 32804624
[TBL] [Abstract][Full Text] [Related]
18. The effect of viewing a virtual environment through a head-mounted display on balance.
Robert MT; Ballaz L; Lemay M
Gait Posture; 2016 Jul; 48():261-266. PubMed ID: 27344394
[TBL] [Abstract][Full Text] [Related]
19. Effectiveness of non-immersive virtual reality exercises for balance and gait improvement in older adults: A meta-analysis.
Park JH; Jeon HS; Kim JH; Kim YJ; Moon GA
Technol Health Care; 2024; 32(3):1223-1238. PubMed ID: 37781824
[TBL] [Abstract][Full Text] [Related]
20. The Role of Virtual Reality in Improving Health Outcomes for Community-Dwelling Older Adults: Systematic Review.
Dermody G; Whitehead L; Wilson G; Glass C
J Med Internet Res; 2020 Jun; 22(6):e17331. PubMed ID: 32478662
[TBL] [Abstract][Full Text] [Related]
[Next] [New Search]