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2017 | nr 46 Technologie informatyczne w administracji publicznej i służbie zdrowia - TIAPISZ'16 | 297--304
Tytuł artykułu

Ishihara Color Test Using a Mobile Virtual Reality Headset for Immobilised Patients

Treść / Zawartość
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Virtual Reality (VR) is a technology that provides an interactive computergenerated environment in which one can see and move in a dynamically changing scenario5. VR simulates a user's physical presence in an artificially generated world and allows one to interact with it. Most VR applications and solutions focus on gaming and commercial industries, as these areas provide the largest groups of VR headsets recipients. However, the possibilities of virtual reality do not end with gaming. Dynamic growth and interest in the subject of virtual reality render it applicable in many other areas, such as military applications and psychological and medical research.(fragment of text)
Twórcy
  • Politechnika Łódzka
  • Politechnika Łódzka
  • Politechnika Łódzka
  • Politechnika Łódzka
Bibliografia
  • Cameirão M. S., Bermúdez S., Verschure P., Virtual Reality Based Upper Extremity Rehabilitation Following Stroke: A Review, "Journal of Cybertherapy and Rehabilitation"2008, vol. 1, no. 1.
  • Gardner J. A., Augmented and Virtual Reality in Medicine: 6 Applications We're Keeping Our Eye on, MedTech, Boston 2016.
  • Hoffman H. G., Patterson D. R., Soltani M., Teeley A., Miller W., Sharar S. R., Virtual Reality Pain Control during Physical Therapy Range of Motion Exercises for a Patient with Multiple Blunt Force Trauma Injuries, "Cyberpsychol & Behavior", 19.11.2008.
  • Iozzio I., Virtually Revolutionary, "Scientific American" 2014, vol. 311, no. 26.
  • Kaiser P. K., Prospective Evaluation of Visual Acuity Assessment: A Comparison of Snellen Versus ETDRS Charts in Clinical Practice: An AOS Thesis, "Transactions of the American Ophthalmological Society" 2009, vol. 107.
  • Kandalaft M. R., Didehbani N., Krawczyk D. C., Allen T. T., Chapman S. B., Virtual Reality Social Cognition Training for Young Adults with High-Functioning Autism, "Journal of Autism and Developmental Disorders" 2013, vol. 43, no. 1.
  • Kindel E., Ishihara, "Eye Magazine", 3.12.2013.
  • Ortiz-Catalan M., Sander N., Kristoffersen M. B., Håkansson B., Brånemark R.: Treatment of Phantom Limb Pain (PLP) Based on Augmented Reality and Gaming Controlled by Myoelectric Pattern Recognition: A Case Study of a Chronic PLP Patient, "Frontiers in Neuroscience" 2014.
  • Rizzo A., Pair J., Graap K., Manson B., McNerney P. J., Wiederhold B., Wiederhold M., Spira J., A Virtual Reality Exposure Therapy Application for Iraq War Military Personnel with Post Traumatic Stress Disorder: From Training to Toy to Treatment, w: NATO Advanced Research Workshop on Novel Approaches to the Diagnosis and Treatment of Posttraumatic Stress Disorder, ed. M. Roy, IOS Press, Washington D. C. Institute of Creative Technologies, University of Southern California, http://ict.usc. edu/news/video-games-for-rehabilitation/
  • Owen ll harris, http://owenllharris.com/deep/
  • Virtual reality helps home-bound seniors enjoy the outdoors, http://www.paloaltoonline. com/news/2014/05/04/virtual-reality-helps-home-bound-seniors-enjoy-the-outdoors
  • Virtual Reality Therapy for Phobias, Duke University School of Medicine, http://psychiatry. duke.edu/divisions/general-psychiatry/virtual-reality-therapy-phobias
Typ dokumentu
Bibliografia
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Identyfikator YADDA
bwmeta1.element.ekon-element-000171498440

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