Abstract is missing.
- ARCoD: A Serious Gaming Approach to Measure Cognitive DistortionsRifat Ara Tasnim, Farjana Z. Eishita. 1-8 [doi]
- AI-Based Pill Detection and Deblistering Spot Finder System for Smart Medication DispenserJoão F. Pinto, João L. Vilaça, Nuno S. Dias. 1-5 [doi]
- Development, fabrication and evaluation of textile electrodes for EDA measurementsMarika Janka, Johanna Kujala, Terhi Helminen, Anneli Kylliäinen, Johanna Virkki. 1-5 [doi]
- ViTAWiN - Interprofessional Medical Mixed Reality Training for Paramedics and Emergency NursesJonas Schild, Guillermo Carbonell, Anna Tarrach, Madeline Ebeling. 1-8 [doi]
- Remote Guided Robotics via Leap Motion and Mixed RealityJoshua Mendez, Richard Aplin, Yu-Kai Wang. 1-7 [doi]
- The effect of different sensory modalities on inattentional blindness in a virtual environment for attentional loss improvementYanqiu Tian, Tien-Thong Nguyen Do, Yu-Kai Wang, Chin-Teng Lin. 1-6 [doi]
- Utility of Breathing Rate in Estimation of Ventilatory ThresholdsKapil Singh Rathore, B. Vaishali, Deepak Vagish, V. Sricharan, S. P. Preejith, Mohanasankar Sivaprakasam. 1-6 [doi]
- Experiencing Age-Related Movement Impairment Through Visual Delegation in VR Can Substitute Haptic Impairments of an Age Simulation SuitSebastian Misztal, Guillermo Carbonell, Jonas Schild. 1-8 [doi]
- Impact of Posture on Heart Rate Variability of Individuals under Mental Workload ConditionsLavanya Govindan, Vaishali Balakarthikeyan, V. Sricharan, S. P. Preejith, Mohanasankar Sivaprakasam. 1-7 [doi]
- A Robotic and Game-Based Framework for Assisted Upper Limb RehabilitationVítor M. Oliveira, Diogo Pereira, Bruno Oliveira 0002, Pedro Morais, Duarte Duque, João L. Vilaça, António H. J. Moreira. 1-7 [doi]
- Virtual, Augmented, and Mixed Reality Interventions for Physical Activity: A Systematic ReviewIfeanyi Paul Odenigbo, Jaisheen Kour Reen, Chimamaka Eneze, Aniefiok Friday, Rita Orji. 1-9 [doi]
- myHealth: a Mobile App for Home Muscle RehabilitationTiago Franco, Pedro Rangel Henriques, Paulo Alves, Maria João Varanda Pereira, Leonardo Sestrem, Paulo Leitão, Alfredo Silva. 1-7 [doi]
- Identification of Human Centered Design Factors and their impact on Design of Cyber-Human training environments for orthopedic surgeryAvinash Gupta, Joe Cecil 0001, Miguel Pirela-Cruz, Shelia Kennison. 1-7 [doi]
- Exploring user profiles for healthy gamificationLaura van der Neut, Robby van Delden, Ton Spil. 1-7 [doi]
- Virtual Reality Video Game for Depression AwarenessFrancisco Morim, Eva Oliveira, Cátia Braga, Nuno F. Rodrigues. 1-8 [doi]
- Evaluation of CogWorldTravel: A Serious Game for Cognitive ScreeningFernanda T. V. Oliveira, Jaime A. Garcia, Valérie C. Gay. 1-8 [doi]
- Face and Content Validation of Food Safety Training in Virtual Reality (VR)Lydia Lee, Harris Nisar, Jim Roberts, Jeff Blackford, Thenkurussi Kesh Kesavadas. 1-5 [doi]
- A modifiable virtual reality game for neurological physiotherapy - Multiprofessional development and pilot testingAnja Poberznik, Jenni Huhtasalo, Taina Jyräkoski, Sanna Seppä, Jani Lahti, Ali Tavakoli, Johanna Virkki, Sari Merilampi. 1-6 [doi]
- An Interactive Story Decision-Making Game for Mental Health AwarenessMaria Andréia F. Rodrigues, Thiago R. C. de Oliveira, Daniel L. de Figueiredo, Edilson O. Maia Neto, Alexandre A. A. Akao, Guilherme H. M. de Lima, Vitoria L. N. Silva, Anderson L. Karl. 1-8 [doi]
- E-textiles Assisting Healthcare, Rehabilitation, and Well-being - To whom, for What, and How?Charlotta Elo, Emmi-Lotta Rauhala, Tiina Ihalainen, Oguz 'Oz' Buruk, Tanja Vihriälä, Erja Sipilä, Taru Kosonen, Johanna Virkki. 1-8 [doi]
- Using Gamification for Assessing Soft Skills: A Serious Game designLuca Altomari, Natalia Altomari, Gianpaolo Iazzolino. 1-7 [doi]
- Assessing the capabilities of the HTC Vive as a tool to assess the risk of falling in older peopleJaime A. Garcia, Juan Felipe Tenorio. 1-6 [doi]
- How a mRNA COVID-19 Vaccine works inside a Cell: A Virtual Reality Serious GameCassandra Berry, Kok Wai Wong, Guanjin Wang, Shri Rai, Mohd Fairuz Shiratuddin. 1-6 [doi]
- Lifestyle Assessment of Large Scale Population using Repose - A Heart Rate Variability based Lifestyle Assessment PlatformSwaathi Venkat, Dhinesh Ramasamy, Sricharan Vijayarangan, Deepak Vagish, Teja Prakash Kakarla, S. P. Preejith, Mohanasankar Sivaprakasam. 1-8 [doi]
- Gaming Disorder, Family Satisfaction and Quality of Life in Dota 2 Gamers: Some Preliminary ResultsJano Ramos-Diaz, Roberto Cotrina-Portal, Claudia Guevara-Cordero, Rosmery Ramos-Sandoval, Mark D. Griffiths 0001. 1-4 [doi]
- Comparative Evaluation of AR-based, VR-based, and Traditional Basic Life Support TrainingEnes Yigitbas, Sebastian Krois, Timo Renzelmann, Gregor Engels. 1-8 [doi]
- Need for Human Extended Reality Interaction (HXRI) Framework for the design of Extended Reality-based Training Environments for Surgical ContextsAvinash Gupta, Joe Cecil 0001, Miguel Pirela-Cruz, Shelia Kennison, Nikole A. Hicks. 1-8 [doi]
- Persuasive Games for Physical Activity in App Stores: A Systematic ReviewChinenye Ndulue, Rita Orji. 1-6 [doi]
- MRNet - A Deep Learning Based Multitasking Model for Respiration Rate Estimation in Practical SettingsKapil Singh Rathore, V. Sricharan, S. P. Preejith, Mohanasankar Sivaprakasam. 1-6 [doi]
- Assessing Virtual Reality's potential to influence emotional states from negative to provide an instant positive effectMathu Chockalingam, Avinash Singh. 1-9 [doi]
- Design of exergames controlled by wearable devices for sensorimotor skills: a framework proposalDaniel Rogério de Matos Jorge Ferreira, Tiago França Melo de Lima, Gilda Aparecida de Assis, Eurico Luiz Próspero Ruivo, Bruno da Silva Rodrigues, Ana Grasielle Dionísio Corrêa. 1-8 [doi]
- Exploring the Influence of Tech Savviness and Physical Activity in Older Adults Playing an ExergameSruti Subramanian, Katrien De Moor, Beatrix Vereijken, Yngve Dahl, Dag Svanæs. 1-8 [doi]
- Evaluation of the V-Arcade serious games framework to support upper limbs rehabilitation at home for children with Juvenile Idiopathic ArthritisEleonora Chitti, N. Alberto Borghese, Federica Anello, Pier Luca Lanzi, Fabrizia Corona, Giovanni Filocamo, Michaela Foà, Antonella Petaccia, Amalia Lopopolo. 1-6 [doi]
- Decision-Making Game for Simulation of Breast Cancer Biopsy and TreatmentRafael G. Barbosa, Maria Andréia F. Rodrigues, Thiago R. C. de Oliveira, Samuel Pessoa Madeira, Juliana Amaral De Figueiredo, Marclesson S. Alves, Maria Angelina S. Medeiros, Ricardo L. Cabral Filho. 1-8 [doi]
- Markerless Motion Capture System to Detect Upper Limb Movement during Rehabilitation using Video GamesKate McNamara, Antonio Padilha Lanari Bo, Andrea McKittrick, Giovanna Tornatore, Sue Laracy, Mathilde R. Desselle. 1-6 [doi]
- Design principles for cognitive and physical rehabilitation of ICU patients using Virtual Reality (VR)Inês Oliveira, Alexandre Afonso, Eva Oliveira, João Coimbra, Nuno F. Rodrigues. 1-7 [doi]
- A Web and Nonimmersive VR Approach for Reminiscence Therapy: A Caregiver Perspective ComparisonWinnie Sun, Rabia Akhter, Alvaro Uribe-Quevedo, Daniel Presas, Ramiro Liscano, Sheri Horsburgh. 1-8 [doi]
- Towards depression monitoring and prevention in older populations using smart wearables: Quantitative FindingsFiza Mughal, William L. Raffe, Peter Stubbs, Jaime Andres Garcia. 1-8 [doi]
- A guideline proposal for minimizing cybersickness in VR-based serious games and applicationsThiago Malheiros Porcino, Derek Reilly, Esteban Clua, Daniela Trevisan. 1-8 [doi]
- Virtual and Augmented Reality Applications for Promoting Safety and Security: A Systematic ReviewJoseph Orji, Amelia Hernandez, Biebelemabo Selema, Rita Orji. 1-7 [doi]
- A Sensor-Controlled Digital Game for Heart Failure Self-Care Based on Behavioral Change FrameworksKavita Radhakrishnan, Christine Julien 0001, Matthew O'Hair, Grace Lee, Atami Sagna DeMain, Katelyn Leggio, Emily T. Hebért Arsers, Tom Baranowski. 1-6 [doi]
- Handy Juice Bar: a Hand Rehabilitation Game using Immersive VR and Finger TrackingBianca Zhang, Antonio Padilha Lanari Bo, Andrea McKittrick, Giovanna Tornatore, Sue Laracy, Lexi Townsend, Mathilde R. Desselle. 1-6 [doi]
- Towards a Gaze-Based Immersive Virtual Reality Game for Improving Visual Acuity with AmblyopiaRohan Jhangiani, Adrian Parrales, Daniel Chien, Gloria Wu, Sri Kurniawan, Aviv Elor. 1-8 [doi]
- Use of Scaling to Improve Reach in Virtual Reality for People with Parkinson's DiseaseSharif Mohammad Shahnewaz Ferdous, Andrew Michael, Tanvir Irfan Chowdhury, John Quarles. 1-7 [doi]
- ECG classification using Artificial Intelligence: Model Optimization and Robustness AssessmentInês Escrivães, Luís C. N. Barbosa, Helena R. Torres, Bruno Oliveira 0002, João L. Vilaça, Pedro Morais. 1-8 [doi]
- Estimating Workload from Heart Rate and Game Precision in ExergamesFenja T. Bruns, Frank Wallhoff. 1-6 [doi]
- Federated Learning Framework for Mobile Sensing Apps in Mental HealthBanuchitra Suruliraj, Rita Orji. 1-7 [doi]
- A Preliminary Comparison between Traditional and Gamified Leg Agility Assessment in Parkinsonian SubjectsGianluca Amprimo, Giulia Masi, Claudia Ferraris, Gabriella Olmo, Lorenzo Priano. 1-8 [doi]