S.L. Cucinella
5 records found
1
Neuroscience evidence suggests that personalized, task-specific, high-intensity training is essential for maximizing recovery after acquired brain injury. Robotic devices combined with immersive virtual reality (VR) games, visualized through head-mounted displays (HMDs), can supp
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BACKGROUND: Head-mounted displays can be used to offer personalized immersive virtual reality (IVR) training for patients who have suffered an Acquired Brain Injury (ABI) by tailoring the complexity of visual and auditory stimuli to the patient's cognitive capabilities. However,
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Co-creating Immersive Virtual Neurorehabilitation Environments
A Participatory Design Workshop
Head-mounted displays can offer personalized immersive virtual reality (VR) training for patients who have suffered an Acquired Brain Injury by tailoring the complexity of visual and auditory stimuli to their cognitive capabilities. However, how these virtual environments should
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The Value of Active End-User Participation in Rehabilitation Technology
A Co-creation Workshop
To design effective rehabilitative technology, stakeholders (e.g., professionals from hospitals, universities, and industries) must empathize with end-user experiences and actively involve them throughout the design process. This approach can ensure the understanding of their com
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Immersive virtual reality for learning exoskeleton-like virtual walking
A feasibility study
Purpose: Virtual Reality (VR) has proven to be an effective tool for motor (re)learning. Furthermore, with the current commercialization of low-cost head-mounted displays (HMDs), immersive virtual reality (IVR) has become a viable rehabilitation tool. Nonetheless, it is still an
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