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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)

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Validation of Using Smartphone Built-In Accelerometers to Estimate the Active Energy Expenditures of Full-Time Manual Wheelchair Users with Spinal Cord Injury., , , , , and . Sensors, 21 (4): 1498 (2021)Evaluation of a Low-Cost Virtual Reality Surround-Screen Projection System., , , , and . IEEE Trans. Vis. Comput. Graph., 28 (12): 4452-4461 (2022)Combined Transcranial Direct Current Stimulation and Virtual Reality-Based Paradigm for Upper Limb Rehabilitation in Individuals with Restricted Movements. A Feasibility Study with a Chronic Stroke Survivor with Severe Hemiparesis., , , , , , , and . J. Medical Syst., 42 (5): 87:1-87:9 (2018)Effectiveness, Usability, and Cost-Benefit of a Virtual Reality–Based Telerehabilitation Program for Balance Recovery After Stroke: A Randomized Controlled Trial, , , and . Archives of Physical Medicine and Rehabilitation, 96 (3): 418 - 425.e2 (2015)Effectiveness of Customized Exergames to Improve Postural Control in High School Physical Education., , , , and . IEEE Trans. Learn. Technol., 16 (5): 759-768 (October 2023)Tracking Systems for Virtual Rehabilitation: Objective Performance vs. Subjective Experience. A Practical Scenario., , , , , and . Sensors, 15 (3): 6586-6606 (2015)Metal artifact reduction in dental CT images using polar mathematical morphology., , , and . Comput. Methods Programs Biomed., 102 (1): 64-74 (2011)Validation of Fuzzy Connectedness Segmentation for Jaw Tissues., , , , and . IWINAC (2), volume 5602 of Lecture Notes in Computer Science, page 41-47. Springer, (2009)Balance Recovery Through Virtual Stepping Exercises Using Kinect Skeleton Tracking: A Follow-Up Study With Chronic Stroke Patients., , , and . Annual Review of Cybertherapy and Telemedicine, volume 181 of Studies in Health Technology and Informatics, IOS Press, (2012)Therapeutic Effectiveness of a Virtual Reality Game in Self-Awareness after Acquired Brain Injury., , , and . Annual Review of Cybertherapy and Telemedicine, volume 181 of Studies in Health Technology and Informatics, IOS Press, (2012)