Virtual Reality (VR) is a computer-based simulation designed to expose users to environments in order to replicate real world objects and events. In this framework, video games are one of the most popular forms of VR media all over the worlds. Their popularity has been fuelled by advancements in gaming technology and interactive devices at a low cost in home gaming market but also in clinical and research settings. In clinical and research virtual rehabilitation, the user should be able to interact (directly or indirectly) with the environment via a wide array of input technologies. These include activation of computer keyboard keys, a mouse or a joypad (indirect) and even by using special sensors or visual tracking (direct). For example, Microsoft Kinect provides low-cost motion tracking sensors, allowing to clinicians to interact with rehabilitation applications in the most natural and flexible way. This flexibility can be employed to tailor the user interaction to the specific rehabilitation user aims. According to this perspective, the paper aims to present a potential new platform, NeuroVirtual3D, which intends to develop a software interface for supporting assessment and rehabilitation of cognition function through several input/output devices, such as data gloves, joypad and Microsoft Kinect.
|Titolo della pubblicazione ospite||Augmented and Virtual Reality|
|Editor||Lucio Tommaso De Paolis, Antonio Mongelli|
|Numero di pagine||12|
|Stato di pubblicazione||Pubblicato - 2014|
|Nome||LECTURE NOTES IN COMPUTER SCIENCE|
- Computational Psychometrics
- Virtual Reality