Volume 9 Issue 3 (2016)
Journal of Pain Management


Editors-in-Chief: Patricia Schofield and Joav Merrick
ISSN: 1939-5914
Journal Frequency: Quarterly
Print Format: 8.5″ x 11″, Double column, Softcover

ISBN: N/A Categories: ,

Table of Contents

Special issue: Using virtual reality technologies to support everyday rehabilitation
Edited by Lena Pareto, Paul Sharkey, and Joav Merrick


Using virtual reality technologies to support everyday rehabilitation
Lena Pareto, Paul Sharkey and Joav Merrick

Implications and thoughts on physician-assisted death
Leigha Rowbottom, Rachel McDonald, Stephanie Chan, Edward Chow, and Blair Henry


Arm prosthesis simulation on a virtual reality L-shaped workbench display system using a brain computer interface
Gernot JP Heisenberg, Yashar A Rezaei, Timo Rothdeutsch, and Wolfgang Heiden


Case study series using brain-training games to treat attention and memory following brain injury
Bonnie B Connor and Cindy A Shaw

Virtual reality-augmented rehabilitation for patients in sub-acute phase post-stroke: A feasibility study
Gerard Fluet, Alma Merians, Jigna Patel, Anita Van Wingerden, Qinyin Qiu, Matthew Yarossi, Eugene Tunik, Sergei Adamovich, and Supriya Massood

Cognitive stimulation through mHealth-based program for patients with alcohol dependence syndrome: A randomized controlled study
Pedro Gamito, Jorge Oliveira, Paulo Lopes, Rodrigo Brito, Diogo Morais, Sara Rebelo, Diana Silva, Cristiana Caçôete, and Alberto Deus

Intensive language-action therapy in virtual reality for a rehabilitation gaming system
Klaudia Grechuta, Belen Rubio, Armin Duff, Esther Duarte Oller, Friedemann Pulvermüller, and Paul Verschure

A serious gaming alternative to pen-and-paper cognitive scoring: A pilot study of BrightScreener™
Gregory House, Grigore Burdea, Kevin Polistico, Joel Ross, and Mark Leibick

Computerised help information and interaction project for people with memory loss and mild dementia
Sumair Jawaid and Rachel J McCrindle

A comparison of upper limb movement profiles when reaching to virtual and real targets using the Oculus Rift: Implications for virtual-reality-enhanced stroke rehabilitation
Mitchell A Just, David Stirling, Montserrat Ros, Fazel Naghdy, and Paul J Stapley

Spatial working memory performance in a real museum environment versus computer simulation: A comparison between healthy elderly and young adults
Maria Korman, Rachel Kizony, Michal Hochhauser, Tsvi Kuflik, Alan J Wecker, and Patrice L Weiss

Subjective perceptions when using motion tracking systems. A comparison among healthy subjects, individuals post-stroke, and therapists
Roberto Lloréns, Valery Naranjo, Enrique Noé, Elena Parra, Adrián Borrego, and Mariano Alcañiz

Assessment of convalescent brain-damaged patients using a virtual shopping test with different task difficulties
Sayaka Okahashi, Hokuto Mizumoto, Akiko Komae, Katsuhiro Ueno, Masato Yokoyama, Akinori Nagano, Keiko Seki, Toshiko Futaki, and Zhiwei Luo

Detection and computational analysis of psychological signals using a virtual human interviewing agent
Albert Rizzo, Stefan Scherer, David DeVault, Jonathan Gratch, Ronald Artstein, Arno Hartholt, Gale Lucas, Stacey Marsella, Fabrizio Morbini, Angela Nazarian, Giota Stratou, David Traum, Rachel Wood, Jill Boberg, and Louis-Philippe Morency

Evaluating the Microsoft Kinect for use in upper extremity rehabilitation following stroke as a commercial off-the-shelf gaming system
Luke Shires, David J Brown, James Lewis, Nasser Sherkat, and Penny J Standen

Usability assessment of natural user interfaces during serious games: Adjustments for dementia intervention
Vanessa Vallejo, Ioannis Tarnanas, Takehiko Yamaguchi, Takahiro Tsukagoshi, Ryosuke Yasuda, René Müri, Urs P Mosimann, and Tobias Nef

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