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Virtual, Augmented Reality and Serious Games for Healthcare 1

Overview of attention for book
Virtual, Augmented Reality and Serious Games for Healthcare 1
Springer-Verlag Berlin Heidelberg

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Future Trends of Virtual, Augmented Reality, and Games for Health
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    Chapter 2 Virtual, Augmented Reality and Serious Games for Healthcare 1
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    Chapter 3 A Haptic-Based Virtual Reality Head and Neck Model for Dental Education
  5. Altmetric Badge
    Chapter 4 In Virtuo Molecular Analysis Systems: Survey and New Trends
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    Chapter 5 Kinect-based Gesture Recognition in Volumetric Visualisation of Heart from Cardiac Magnetic Resonance (CMR) Imaging
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    Chapter 6 Designing Simulations for Health Managers in Sub-Saharan African Countries: Adherence to ehealth Services
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    Chapter 7 Using Visualisation for Disruptive Innovation in Healthcare
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    Chapter 8 Virtual Simulations and Serious Games in Community Health Nursing Education: A Review of the Literature
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    Chapter 9 Facilitating Learning Through Virtual Reality Simulation: Welcome to Nightingale Isle
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    Chapter 10 Improving Health Information Literacy with Games in the Virtual World of Second Life
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    Chapter 11 Urban Exergames: How Architects and Serious Gaming Researchers Collaborate on the Design of Digital Games that Make You Move
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    Chapter 12 Leveraging Play to Promote Health Behavior Change: A Player Acceptance Study of a Health Game
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    Chapter 13 Virtual Reality for Neuropsychological Assessment
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    Chapter 14 The Role of Virtual Reality in Neuropsychology: The Virtual Multiple Errands Test for the Assessment of Executive Functions in Parkinson’s Disease
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    Chapter 15 NeuroVirtual 3D: A Multiplatform 3D Simulation System for Application in Psychology and Neuro-Rehabilitation
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    Chapter 16 Rehabilitation at Home: A Comprehensive Technological Approach
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    Chapter 17 The Use of the Nintendo Wii in Motor Rehabilitation for Virtual Reality Interventions: A Literature Review
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    Chapter 18 A State of the Art Survey in the Use of Video Games for Upper Limb Stroke Rehabilitation
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    Chapter 19 The Use of Qualitative Design Methods in the Design, Development and Evaluation of Virtual Technologies for Healthcare: Stroke Case Study
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    Chapter 20 Toward an Automatic System for Training Balance Control Over Different Types of Soil
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    Chapter 21 Computer Games Physiotherapy for Children with Cystic Fibrosis
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    Chapter 22 Virtual, Augmented Reality and Serious Games for Healthcare 1
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    Chapter 23 Touchless Motion-Based Interaction for Therapy of Autistic Children
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    Chapter 24 Virtual Natural Environments for Restoration and Rehabilitation in Healthcare
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    Chapter 25 Virtual Reality Graded Exposure Therapy as Treatment for Pain-Related Fear and Disability in Chronic Pain
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    Chapter 26 The Importance and Creation of High-Quality Sounds in Healthcare Applications
Attention for Chapter 18: A State of the Art Survey in the Use of Video Games for Upper Limb Stroke Rehabilitation
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Citations

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Chapter title
A State of the Art Survey in the Use of Video Games for Upper Limb Stroke Rehabilitation
Chapter number 18
Book title
Virtual, Augmented Reality and Serious Games for Healthcare 1
Published in
Intelligent Systems Reference Library, April 2014
DOI 10.1007/978-3-642-54816-1_18
Book ISBNs
978-3-64-254815-4, 978-3-64-254816-1
Authors

Owen O’Neil, Christos Gatzidis, Ian Swain, Minhua Ma, Lakhmi C. Jain, Paul Anderson, O’Neil, Owen, Gatzidis, Christos, Swain, Ian

Editors

Minhua Ma, Lakhmi C. Jain, Paul Anderson

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X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 31 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 1 3%
Unknown 30 97%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 9 29%
Student > Master 6 19%
Other 2 6%
Student > Doctoral Student 2 6%
Student > Ph. D. Student 2 6%
Other 2 6%
Unknown 8 26%
Readers by discipline Count As %
Nursing and Health Professions 5 16%
Engineering 5 16%
Psychology 4 13%
Computer Science 3 10%
Medicine and Dentistry 3 10%
Other 2 6%
Unknown 9 29%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 29 April 2014.
All research outputs
#17,732,227
of 25,992,468 outputs
Outputs from Intelligent Systems Reference Library
#1
of 1 outputs
Outputs of similar age
#147,584
of 242,858 outputs
Outputs of similar age from Intelligent Systems Reference Library
#1
of 1 outputs
Altmetric has tracked 25,992,468 research outputs across all sources so far. This one is in the 21st percentile – i.e., 21% of other outputs scored the same or lower than it.
So far Altmetric has tracked 1 research outputs from this source. They receive a mean Attention Score of 1.0. This one scored the same or higher as 0 of them.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 242,858 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 29th percentile – i.e., 29% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 1 others from the same source and published within six weeks on either side of this one. This one has scored higher than all of them