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A VR-Based Serious Game to Regulate Joy in Adolescents: A Comparison of Different Devices., , , , , , and . eHealth 360°, volume 181 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 135-142. Springer, (2016)Improvement in balance using a virtual reality-based stepping exercise: a randomized controlled trial involving individuals with chronic stroke, , , , and . Clinical rehabilitation, 29 (3): 261--268 (2015)Automatic artifact recognition and correction for electrodermal activity based on LSTM-CNN models., , , , and . Expert Syst. Appl., (November 2023)Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health., , , , and . Frontiers Virtual Real., (2021)Measuring Presence During the Navigation In a Virtual Environment Using EEG., , , and . Annual Review of Cybertherapy and Telemedicine, volume 191 of Studies in Health Technology and Informatics, IOS Press, (2013)Intelligent Multimodal Framework for Human Assistive Robotics Based on Computer Vision Algorithms., , , , , , and . Sensors, 18 (8): 2408 (2018)Virtual Reality-Based Serious Games to Improve Motor Learning in Children with Autism Spectrum Disorder: An Exploratory Study., , , , , , , , and . SeGAH, page 1-6. IEEE, (2023)Use of the Wii balance board system in vestibular rehabilitation., , , , and . Interacción, page 11:1-11:4. ACM, (2012)The EXPERIENCE Project: Unveiling Extended-Personal Reality Through Automated VR Environments and Explainable Artificial Intelligence., , , , , , , , , and 5 other author(s). MetroXRAINE, page 757-762. IEEE, (2023)Finding the Importance of Facial Features in Social Trait Perception., , , and . IDEAL (1), volume 11314 of Lecture Notes in Computer Science, page 35-45. Springer, (2018)