These tools will no longer be maintained as of December 31, 2024. Archived website can be found here. PubMed4Hh GitHub repository can be found here. Contact NLM Customer Service if you have questions.
Pubmed for Handhelds
PUBMED FOR HANDHELDS
Journal Abstract Search
376 related items for PubMed ID: 32294492
1. Full-immersion virtual reality: Adverse effects related to static balance. Park S, Lee G. Neurosci Lett; 2020 Aug 10; 733():134974. PubMed ID: 32294492 [Abstract] [Full Text] [Related]
2. Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents. Oh H, Lee G. Neurosci Lett; 2021 Aug 24; 760():136063. PubMed ID: 34174345 [Abstract] [Full Text] [Related]
3. Effects of Immersive Virtual Reality Headset Viewing on Young Children: Visuomotor Function, Postural Stability, and Motion Sickness. Tychsen L, Foeller P. Am J Ophthalmol; 2020 Jan 24; 209():151-159. PubMed ID: 31377280 [Abstract] [Full Text] [Related]
4. Feasibility of training using full immersion virtual reality video game in young stroke survivor: A case report. Park S, Lee D, Hong S, Cho K, Lee G. NeuroRehabilitation; 2021 Jan 24; 48(1):1-8. PubMed ID: 33361614 [Abstract] [Full Text] [Related]
6. Virtual reality sickness questionnaire (VRSQ): Motion sickness measurement index in a virtual reality environment. Kim HK, Park J, Choi Y, Choe M. Appl Ergon; 2018 May 24; 69():66-73. PubMed ID: 29477332 [Abstract] [Full Text] [Related]
7. The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements? Roettl J, Terlutter R. PLoS One; 2018 May 24; 13(7):e0200724. PubMed ID: 30028839 [Abstract] [Full Text] [Related]
8. Visual fatigue induced by watching virtual reality device and the effect of anisometropia. Lee SH, Kim M, Kim H, Park CY. Ergonomics; 2021 Dec 24; 64(12):1522-1531. PubMed ID: 34270388 [Abstract] [Full Text] [Related]
10. Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames. Xu W, Liang HN, Zhang Z, Baghaei N. Games Health J; 2020 Dec 24; 9(6):405-414. PubMed ID: 32074463 [Abstract] [Full Text] [Related]
11. Exploratory factor analysis and validity of the virtual reality symptom questionnaire and computer use survey. Del Cid DA, Larranaga D, Leitao M, Mosher RL, Berzenski SR, Gandhi V, Drew SA. Ergonomics; 2021 Jan 24; 64(1):69-77. PubMed ID: 32921282 [Abstract] [Full Text] [Related]
12. Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects. Szpak A, Michalski SC, Loetscher T. J Med Internet Res; 2020 Oct 23; 22(10):e19840. PubMed ID: 33095182 [Abstract] [Full Text] [Related]
17. Virtual reality balance training for elderly: Similar skiing games elicit different challenges in balance training. de Vries AW, Faber G, Jonkers I, Van Dieen JH, Verschueren SMP. Gait Posture; 2018 Jan 23; 59():111-116. PubMed ID: 29028622 [Abstract] [Full Text] [Related]
18. The frequency of occurrence and severity of side-effects of immersion virtual reality. Regan EC, Price KR. Aviat Space Environ Med; 1994 Jun 23; 65(6):527-30. PubMed ID: 8074626 [Abstract] [Full Text] [Related]
19. Centre of pressure displacements produced in sitting during virtual reality training in younger and older adults and patients who have had a stroke. Sheehy L, Taillon-Hobson A, Finestone H, Bilodeau M, Yang C, Hafizi D, Sveistrup H. Disabil Rehabil Assist Technol; 2020 Nov 23; 15(8):924-932. PubMed ID: 31219364 [Abstract] [Full Text] [Related]