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Volumn 30, Issue 7, 2016, Pages 855-863

Virtual reality gaming in the rehabilitation of the upper extremities post-stroke

Author keywords

commercial game system; Gamification; head mounted display; interactive rehabilitation; Microsoft Xbox Kinect; Nintendo Wii; Sony PlayStation EyeToy

Indexed keywords

CEREBROVASCULAR ACCIDENT; COMPUTER PROGRAM; ENVIRONMENT; EXERCISE; HEMIPARESIS; HUMAN; NEUROBIOLOGY; OBSERVATION; RANDOMIZED CONTROLLED TRIAL (TOPIC); REVIEW; TELEMEDICINE; VIDEO GAME; VIRTUAL REALITY; VIRTUAL REALITY REHABILITATION SYSTEM; DAILY LIFE ACTIVITY; PATHOPHYSIOLOGY; PROCEDURES; STROKE REHABILITATION; UPPER LIMB; VIRTUAL REALITY EXPOSURE THERAPY;

EID: 84962068249     PISSN: 02699052     EISSN: 1362301X     Source Type: Journal    
DOI: 10.3109/02699052.2016.1144146     Document Type: Review
Times cited : (72)

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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.