Immersive virtual reality in the age of the Metaverse: A hybrid-narrative review based on the technology affordance perspective

E Dincelli, A Yayla - The journal of strategic information systems, 2022 - Elsevier
Immersive virtual reality (VR) that utilizes head-mounted displays (HMD) is one of the key
emerging technologies of the 21st century and has drawn keen attention from consumers …

Serious games and gamification in healthcare: a meta-review

R Damaševičius, R Maskeliūnas, T Blažauskas - Information, 2023 - mdpi.com
A serious game is a type of game that is designed for a primary purpose other than
entertainment. Instead, serious games are intended to achieve specific goals, such as …

Postural control assessment via Microsoft Azure Kinect DK: An evaluation study

M Antico, N Balletti, G Laudato, A Lazich… - Computer Methods and …, 2021 - Elsevier
Background and objective Equipments generally used for entertainment, such as Microsoft
Kinect, have been widely used for postural control as well. Such systems—compared to …

[HTML][HTML] Application of AR and VR in hand rehabilitation: A systematic review

MF Pereira, C Prahm, J Kolbenschlag, E Oliveira… - Journal of biomedical …, 2020 - Elsevier
Background The human hand is the part of the body most frequently injured in work related
accidents, accounting for a third of all accidents at work and often involving surgery and long …

Technical aspects of virtual augmented reality-based rehabilitation systems for musculoskeletal disorders of the lower limbs: a systematic review

S Kiani, I Rezaei, S Abasi, S Zakerabasali… - BMC Musculoskeletal …, 2023 - Springer
Introduction Musculoskeletal disorders are one of the most common causes of physical
disability. The rehabilitation process after musculoskeletal disorders is long and tedious, and …

The impact of virtual nature therapy on stress responses: A systematic qualitative review

SS Syed Abdullah, DR Awang Rambli, S Sulaiman… - Forests, 2021 - mdpi.com
This study aims to review the key findings of past studies that assessed the impact of virtual
environments, such as nature and forests for stress therapy. Previous research has found …

[HTML][HTML] Serious games for stroke telerehabilitation of upper limb-a review for future research

P Amorim, BS Santos, P Dias, S Silva… - International journal of …, 2020 - ncbi.nlm.nih.gov
Maintaining appropriate home rehabilitation programs after stroke, with proper adherence
and remote monitoring is a challenging task. Virtual reality (VR)-based serious games could …

Upper limb rehabilitation system based on virtual reality for breast cancer patients: development and usability study

Z Zhou, J Li, H Wang, Z Luan, Y Li, X Peng - PloS one, 2021 - journals.plos.org
Background Functional exercise is crucial for breast cancer patients after surgery, and the
use of virtual reality technology to assist patients with postoperative upper limb functional …

Validity and reliability of Kinect v2 for quantifying upper body kinematics during seated reaching

G Faity, D Mottet, J Froger - Sensors, 2022 - mdpi.com
Kinematic analysis of the upper limbs is a good way to assess and monitor recovery in
individuals with stroke, but it remains little used in clinical routine due to its low feasibility …

Serious games and ai: Challenges and opportunities for computational social science

J Pérez, M Castro, G López - IEEE Access, 2023 - ieeexplore.ieee.org
The gaming industry plays a crucial role in the realm of entertainment within our society.
However, from Monopoly to Flight Simulators, serious games have also been appealing …