Virtual Reality: Recent Advances for Health and Wellbeing


Wendy Powell (Editor)
Reader in Virtual Reality, School of Creative Technologies, University of Portsmouth, Portsmouth, United Kingdom

Paul M. Sharkey, PhD (Editor)
Interactive Systems Research Group, Director of Research, School of Systems Engineering, University of Reading, UK

Albert “Skip” Rizzo (Editor)
Medical Director, Health Services, Division for Intellectual and Developmental Disabilities, Jerusalem, Israel

Joav Merrick, MD, MMedSci, DMSc, (Editor)
Medical Director, Health Services, Division for Intellectual and Developmental Disabilities, Ministry of Social Affairs and Social Services, Jerusalem, Israel
Division of Adolescent Medicine, KY Children’s Hospital, Department of Pediatrics, Lexington, Kentucky, USA
National Institute of Child Health and Human Development, Jerusalem, Israel
Division of Pediatrics, Hadassah Hebrew University Medical Centers, Mt Scopus Campus, Jerusalem, Israel
School of Public Health, Georgia State University, Atlanta, Georgia, USA

Series: Disability Studies
BISAC: COM057000

Virtual reality and human interaction with it is a complex topic, and certainly not one which will be mastered overnight; but across the world, there is excellent research being carried out for all of these important domains. As humanity extends its understanding of the interplay with these system components, developers will be well-positioned to design better and more effective virtual reality interventions and come closer to realising the full potential of virtual reality for health and well-being. In this book, the authors present a number of short papers from research groups around the world working in this important and complex field. The chapters explore a range of issues, suggesting routes forward and offering insights into both the potential and the challenges of this rapidly maturing technology. (Imprint: Nova)

Table of Contents

Table of Contents


Chapter 1. Recent advances in virtual reality for health and wellbeing
Wendy A Powell, Albert A Rizzo, Paul M Sharkey and Joav Merrick

Section One: Virtual Reality

Chapter 2. Motion sickness related aspects of inclusion of color deficient observers in virtual reality
Dmitri A Gusev, Reiner Eschbach, Thomas Westin and Justin Yong

Chapter 3. Reducing the Impact of Stress in Patients with Psychiatric Disorders Using Swimming with Wild, Free Dolphins in Virtual Reality
Wim Veling, Marijke J Sjollema, and Benno C Brada

Chapter 4. Can Visual Stimulus Induce Proprioceptive Drift in the Upper Arm Using Virtual Reality?
Dion Willis, Wendy Powell, PhD, Vaughan Powell, PhD, and Brett Stevens

Chapter 5. The Effects of Reintroducing Haptic Feedback to Virtual Reality Systems on Movement Profiles When Reaching to Virtual Targets
Mitchell A Just, David Stirling, Montserrat Ros, Fazel Naghdy, and Paul J Stapley

Chapter 6. Visual Elements’ Influences on Navigation in Virtual Environments
Charlotte Croucher, Vaughan Powell, Andreea Molnar and Wendy Powell

Chapter 7. The Development of a Kinect Controlled Game to Improve Space and Depth Perception
Daniel Bekesi and Cecilia Sik-Lanyi

Chapter 8. A Flash Technology Based Labyrinth Game with Kinect Control
Ramona Haas, Veronika Szucs and Cecilia Sik-Lanyi

Chapter 9. A Kinect Sensor Controlled Game for the Early Diagnosis of Visual Problems
Robert Nemeth, Veronika Szucs, and Cecilia Sik-Lanyi

Chapter 10. The Development of a Low-Cost Upper Limb Rehabilitation System Using BCI, Eye-Tracking and Direct Visual Feedback
Andreas Duenser,DrRerNat, David Rozado, Grahame Rosolen, Ben Howell, Michele Callisaya, Martin Lochner and Madeleine Cochrane

Chapter 11. A Comparison between the Wii Balance Board and Baropodometer for the Evaluation of Plantar Pressures among Healthy Subjects
Luís Han Dutra, Raysa M de Araújo Cunha, Arthur Al Carneiro, Ana ESP de Souza and Marcela C Moreira

Chapter 12. Towards a Novel Biometric Facial Input for Emotion Recognition and Assistive Technology for Virtual Reality
James T McGhee, Mayhar Hamedi, Mohsen Fatoorechi, Daniel Roggen, Andrew Cleal, Robert Prance and Charles Nduka

Chapter 13. How Do the Perspectives of Clinicians with and without Virtual Reality/Active Video Game Experience Differ about Its Use in Practice?
Danielle E Levac, Patricia Miller, Stephanie MN Glegg,and Heather Colquhoun

Chapter 14. Virtual Rehabilitation for a Patient with Fear of Falling Due to Diabetic Peripheral Neuropathy
Kevin E Carroll and David J Galles

Section Two: Acknowledgements

Chapter 15. About the Editors

Chapter 16. About the School of Creative Technologies, University of Portsmouth, United Kingdom

Chapter 17. About the Institute for Creative Technologies, University of Southern California, Los Angeles, United States

Chapter 18. About the University of Reading, Reading, United Kingdom

Chapter 19. About the National Institute of Child Health and Human Development in Israel

Chapter 20. About the Book Series “Disability Studies”

Section three: Index


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