306 related articles for article (PubMed ID: 36445744)
21. Examining the Feasibility of Early Mobilization With Virtual Reality Gaming Using Head-Mounted Display and Adaptive Software With Adolescents in the Pediatric Intensive Care Unit: Case Report.
Lai B; Powell M; Clement AG; Davis D; Swanson-Kimani E; Hayes L
JMIR Rehabil Assist Technol; 2021 May; 8(2):e28210. PubMed ID: 34042602
[TBL] [Abstract][Full Text] [Related]
22. Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology.
Shafer DM; Carbonara CP; Korpi MF
Games Health J; 2019 Feb; 8(1):15-23. PubMed ID: 30199273
[TBL] [Abstract][Full Text] [Related]
23. Walking in fully immersive virtual environments: an evaluation of potential adverse effects in older adults and individuals with Parkinson's disease.
Kim A; Darakjian N; Finley JM
J Neuroeng Rehabil; 2017 Feb; 14(1):16. PubMed ID: 28222783
[TBL] [Abstract][Full Text] [Related]
24. Effects of Low-Immersive vs. High-Immersive Exercise Environment on Postural Stability and Reaction and Motor Time of Healthy Young Adults.
Ciążyńska J; Maciaszek J
J Clin Med; 2023 Jan; 12(1):. PubMed ID: 36615191
[TBL] [Abstract][Full Text] [Related]
25. A New Approach for Reducing Virtual Reality Sickness in Real Time: Design and Validation Study.
Won J; Kim YS
JMIR Serious Games; 2022 Sep; 10(3):e36397. PubMed ID: 36166294
[TBL] [Abstract][Full Text] [Related]
26. 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]
27. What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews.
Faric N; Potts HWW; Hon A; Smith L; Newby K; Steptoe A; Fisher A
J Med Internet Res; 2019 Sep; 21(9):e13833. PubMed ID: 31538951
[TBL] [Abstract][Full Text] [Related]
28. Usability Comparisons of Head-Mounted vs. Stereoscopic Desktop Displays in a Virtual Reality Environment with Pain Patients.
Tong X; Gromala D; Gupta D; Squire P
Stud Health Technol Inform; 2016; 220():424-31. PubMed ID: 27046617
[TBL] [Abstract][Full Text] [Related]
29. Reducing Cybersickness in 360-Degree Virtual Reality.
Arshad I; De Mello P; Ender M; McEwen JD; Ferré ER
Multisens Res; 2021 Dec; ():1-17. PubMed ID: 34936982
[TBL] [Abstract][Full Text] [Related]
30. Improvement of three-dimensional motion sickness using a virtual reality simulator for robot-assisted surgery in undergraduate medical students: A prospective observational study.
Takata R; Kanehira M; Kato Y; Matsuura T; Kato R; Maekawa S; Obara W
BMC Med Educ; 2021 Sep; 21(1):498. PubMed ID: 34548032
[TBL] [Abstract][Full Text] [Related]
31. Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation.
Xu W; Liang HN; He Q; Li X; Yu K; Chen Y
JMIR Serious Games; 2020 Jul; 8(3):e17972. PubMed ID: 32716004
[TBL] [Abstract][Full Text] [Related]
32. Comparing a virtual reality head-mounted display to on-screen three-dimensional visualization and two-dimensional computed tomography data for training in decision making in hepatic surgery: a randomized controlled study.
Preukschas AA; Wise PA; Bettscheider L; Pfeiffer M; Wagner M; Huber M; Golriz M; Fischer L; Mehrabi A; Rössler F; Speidel S; Hackert T; Müller-Stich BP; Nickel F; Kenngott HG
Surg Endosc; 2024 May; 38(5):2483-2496. PubMed ID: 38456945
[TBL] [Abstract][Full Text] [Related]
33. Assessment of Wheelchair Propulsion Performance in an Immersive Virtual Reality Simulator.
Yang YS; Koontz AM; Hsiao YH; Pan CT; Chang JJ
Int J Environ Res Public Health; 2021 Jul; 18(15):. PubMed ID: 34360309
[TBL] [Abstract][Full Text] [Related]
34. Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students.
Sousa CV; Hwang J; Cabrera-Perez R; Fernandez A; Misawa A; Newhook K; Lu AS
J Sport Health Sci; 2022 Mar; 11(2):164-171. PubMed ID: 34004390
[TBL] [Abstract][Full Text] [Related]
35. Highly immersive virtual reality laparoscopy simulation: development and future aspects.
Huber T; Wunderling T; Paschold M; Lang H; Kneist W; Hansen C
Int J Comput Assist Radiol Surg; 2018 Feb; 13(2):281-290. PubMed ID: 29151194
[TBL] [Abstract][Full Text] [Related]
36. The short-term effects of head-mounted virtual-reality on neuropathic pain intensity in people with spinal cord injury pain: a randomised cross-over pilot study.
Austin PD; Craig A; Middleton JW; Tran Y; Costa DSJ; Wrigley PJ; Siddall PJ
Spinal Cord; 2021 Jul; 59(7):738-746. PubMed ID: 33077900
[TBL] [Abstract][Full Text] [Related]
37. Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents.
Oh H; Lee G
Neurosci Lett; 2021 Aug; 760():136063. PubMed ID: 34174345
[TBL] [Abstract][Full Text] [Related]
38. Full-immersion virtual reality: Adverse effects related to static balance.
Park S; Lee G
Neurosci Lett; 2020 Aug; 733():134974. PubMed ID: 32294492
[TBL] [Abstract][Full Text] [Related]
39. Evaluating the effect of multi-sensory stimulations on simulator sickness and sense of presence during HMD-mediated VR experience.
Grassini S; Laumann K; de Martin Topranin V; Thorp S
Ergonomics; 2021 Dec; 64(12):1532-1542. PubMed ID: 34165389
[TBL] [Abstract][Full Text] [Related]
40. Effect of viewing mode on pathfinding in immersive Virtual Reality.
White PJ; Byagowi A; Moussavi Z
Annu Int Conf IEEE Eng Med Biol Soc; 2015 Aug; 2015():4619-22. PubMed ID: 26737323
[TBL] [Abstract][Full Text] [Related]
[Previous] [Next] [New Search]