172 related articles for article (PubMed ID: 38498048)
1. Comparing Walking-Related Everyday Life Tasks of Children with Gait Disorders in a Virtual Reality Setup With a Physical Setup: Cross-Sectional Noninferiority Study.
Rhiel S; Kläy A; Keller U; van Hedel HJA; Ammann-Reiffer C
JMIR Serious Games; 2024 Mar; 12():e49550. PubMed ID: 38498048
[TBL] [Abstract][Full Text] [Related]
2. 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]
3. Overground Walking in a Fully Immersive Virtual Reality: A Comprehensive Study on the Effects on Full-Body Walking Biomechanics.
Horsak B; Simonlehner M; Schöffer L; Dumphart B; Jalaeefar A; Husinsky M
Front Bioeng Biotechnol; 2021; 9():780314. PubMed ID: 34957075
[TBL] [Abstract][Full Text] [Related]
4. 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]
5. Locomotor skill acquisition in virtual reality shows sustained transfer to the real world.
Kim A; Schweighofer N; Finley JM
J Neuroeng Rehabil; 2019 Sep; 16(1):113. PubMed ID: 31521167
[TBL] [Abstract][Full Text] [Related]
6. Effects of virtual reality environments on overground walking in people with Parkinson disease and freezing of gait.
Yamagami M; Imsdahl S; Lindgren K; Bellatin O; Nhan N; Burden SA; Pradhan S; Kelly VE
Disabil Rehabil Assist Technol; 2023 Apr; 18(3):266-273. PubMed ID: 33155870
[TBL] [Abstract][Full Text] [Related]
7. A Fully-Immersive Virtual Reality Setup to Study Gait Modulation.
Palmisano C; Kullmann P; Hanafi I; Verrecchia M; Latoschik ME; Canessa A; Fischbach M; Isaias IU
Front Hum Neurosci; 2022; 16():783452. PubMed ID: 35399359
[No Abstract] [Full Text] [Related]
8. Can serious play and clinical cognitive assessment go together? On the feasibility and user-experience of virtual reality simulations in paediatric neurorehabilitation.
Verheul F; Gosselt I; Spreij L; Visser-Meily A; Te Winkel S; Rentinck I; Nijboer T
J Pediatr Rehabil Med; 2022; 15(2):265-274. PubMed ID: 35661025
[TBL] [Abstract][Full Text] [Related]
9. Feasibility of a walking virtual reality system for rehabilitation: objective and subjective parameters.
Borrego A; Latorre J; Llorens R; Alcañiz M; Noé E
J Neuroeng Rehabil; 2016 Aug; 13(1):68. PubMed ID: 27503112
[TBL] [Abstract][Full Text] [Related]
10. When running is easier than walking: effects of experience and gait on human obstacle traversal in virtual reality.
Hofmann F; Dürr V
Exp Brain Res; 2022 Oct; 240(10):2701-2714. PubMed ID: 36114836
[TBL] [Abstract][Full Text] [Related]
11. Virtual reality doorway and hallway environments alter gait kinematics in people with Parkinson disease and freezing.
Besharat A; Imsdahl SI; Yamagami M; Nhan N; Bellatin O; Burden SA; Cummer K; Pradhan SD; Kelly VE
Gait Posture; 2022 Feb; 92():442-448. PubMed ID: 34996008
[TBL] [Abstract][Full Text] [Related]
12. 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]
13. An Immersive Virtual Reality Platform to Enhance Walking Ability of Children with Acquired Brain Injuries.
Biffi E; Beretta E; Cesareo A; Maghini C; Turconi AC; Reni G; Strazzer S
Methods Inf Med; 2017 Mar; 56(2):119-126. PubMed ID: 28116417
[TBL] [Abstract][Full Text] [Related]
14. 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]
15. Walking with head-mounted virtual and augmented reality devices: Effects on position control and gait biomechanics.
Chan ZYS; MacPhail AJC; Au IPH; Zhang JH; Lam BMF; Ferber R; Cheung RTH
PLoS One; 2019; 14(12):e0225972. PubMed ID: 31800637
[TBL] [Abstract][Full Text] [Related]
16. Cognitive Training With Head-Mounted Display Virtual Reality in Neurorehabilitation: Pilot Randomized Controlled Trial.
Specht J; Stegmann B; Gross H; Krakow K
JMIR Serious Games; 2023 Jul; 11():e45816. PubMed ID: 37477957
[TBL] [Abstract][Full Text] [Related]
17. Virtual reality-enhanced walking in people post-stroke: effect of optic flow speed and level of immersion on the gait biomechanics.
De Keersmaecker E; Van Bladel A; Zaccardi S; Lefeber N; Rodriguez-Guerrero C; Kerckhofs E; Jansen B; Swinnen E
J Neuroeng Rehabil; 2023 Sep; 20(1):124. PubMed ID: 37749566
[TBL] [Abstract][Full Text] [Related]
18. Consequences of Virtual Reality Experience on Biomechanical Gait Parameters in Children with Cerebral Palsy: A Scoping Review.
Lohss R; Odorizzi M; Sangeux M; Hasler CC; Viehweger E
Dev Neurorehabil; 2023; 26(6-7):377-388. PubMed ID: 37537745
[TBL] [Abstract][Full Text] [Related]
19. A novel walking speed estimation scheme and its application to treadmill control for gait rehabilitation.
Yoon J; Park HS; Damiano DL
J Neuroeng Rehabil; 2012 Aug; 9():62. PubMed ID: 22929169
[TBL] [Abstract][Full Text] [Related]
20. Motor adaptation to real-life external environments using immersive virtual reality: A pilot study.
Paralkar S; Varas-Diaz G; Wang S; Bhatt T
J Bodyw Mov Ther; 2020 Oct; 24(4):152-158. PubMed ID: 33218504
[TBL] [Abstract][Full Text] [Related]
[Next] [New Search]