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Cited by 185

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Adapting an immersive virtual reality system for rehabilitation

Kizony, Rachel, Katz, Noomi, (Tamar) Weiss, Patrice L.·2003·The Journal of Visualization and Computer Animation

Abstract

The purpose of this paper is to present an overview of the adaptations that have been done to VividGroup's Gesture Xtreme projected VR scenarios in order to facilitate their use in neurological rehabilitation. First, the scenarios and the adaptation (control of the type, speed, location and direction of all stimuli) are briefly described. The advantages and limitations of the adapted VR system as a rehabilitation tool are presented. Next, initial results and two examples of case studies, one a patient following stroke and one who requires balance training as a result of complete spinal cord injury, are used to illustrate applications of this VR system to rehabilitation. Copyright © 2003 John Wiley & Sons, Ltd.

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Metadata

Authors
Kizony, R., Katz, N., & (Tamar) Weiss, P. L.
Venue
The Journal of Visualization and Computer Animation
Publisher
Wiley
Published
2003-11-21
Volume
14
Issue
5
Pages
261-268
ISSN
  • 1049-8907 (ISSN-L)
  • 1099-1778
OpenAlex
W2020988965
Cited by
185
References
1
FWCI
11.09
Type
journal article
Language
en
Open access
closed

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CoChat. (2026). Citation check: Adapting an immersive virtual reality system for rehabilitation. https://app.cochat.ai/papers/10.1002/vis.323
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Kizony, R., Katz, N., & (Tamar) Weiss, P. L. (2003). Adapting an immersive virtual reality system for rehabilitation. The Journal of Visualization and Computer Animation. https://doi.org/10.1002/vis.323

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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

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