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Considerations in the efficacy and effectiveness of virtual reality interventions for stroke rehabilitation: moving the field forward

, and . Physical therapy, 95 (3): 441--448 (2015)

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Considerations in the efficacy and effectiveness of virtual reality interventions for stroke rehabilitation: moving the field forward, and . Physical therapy, 95 (3): 441--448 (2015)Stroke Therapy Through Motion-Based Games: A Case Study, , , and . ACM Trans. Access. Comput., 4 (1): 3:1--3:35 (November 2011)Towards a therapist-centered programming environment for creating rehabilitation games., , , , and . CGAMES, page 240-247. IEEE Computer Society, (2011)Quantitative Assessment and Validation of a Stroke Rehabilitation Game., , and . CHASE, page 255-257. IEEE Computer Society / ACM, (2017)Depth Sensor-Based In-Home Daily Activity Recognition and Assessment System for Stroke Rehabilitation., , , , , and . BIBM, page 1051-1056. IEEE, (2019)The user-centered design and development of a childhood and adolescent obesity Electronic Health Record tool, a mixed-methods study., , , , , , , and . Frontiers Digit. Health, (2024)Stroke patient daily activity observation system., , , , and . BIBM, page 844-848. IEEE Computer Society, (2017)VicoVR-Based Wireless Daily Activity Recognition and Assessment System for Stroke Rehabilitation., , , , and . BIBM, page 1117-1121. IEEE Computer Society, (2018)Stroke therapy through motion-based games: a case study., , , and . ASSETS, page 219-226. ACM, (2010)