Table of Contents
Special issue: Using virtual reality technologies to support everyday rehabilitation
Edited by Lena Pareto, Paul Sharkey, and Joav Merrick
EDITORIAL
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
REVIEW ARTICLES
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
ORIGINIAL ARTICLES
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