Table of Contents
Table of Contents
Introduction
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
Index