Effects of Virtual Reality on Cognitive Rehabilitation
A special issue of International Journal of Environmental Research and Public Health (ISSN 1660-4601). This special issue belongs to the section "Digital Health".
Deadline for manuscript submissions: closed (28 February 2022) | Viewed by 22792
Special Issue Editors
2. HEI-Lab, Lusophone University of Humanities and Technologies (ULHT), 1749-024 Lisboa, Portugal
Interests: computer graphics; serious games; virtual reality; geometric modeling
Special Issues, Collections and Topics in MDPI journals
2. HEI-Lab, Lusophone University of Humanities and Technologies (ULHT), 1749-024 Lisboa, Portugal
Interests: psychophysiology; cognitive neuropsychology; virtual reality for neurocognitive assessment and rehabilitation; e-health
Special Issues, Collections and Topics in MDPI journals
Special Issue Information
Dear Colleagues,
Virtual rehabilitation (VR) is described as the use of virtual reality for cognitive rehabilitation of cognitive impairments. Cognitive impairments derive from organic or functional brain conditions associated with clinical conditions such as stroke, traumatic brain injuries or due to the course of normal aging, which may compromise the ability of people to carry on a normal life. Cognitive improvements in these conditions typically depend on non-pharmacological approaches with behavioral exercises targeting specific cognitive domains or global cognition and functionality. However, traditional behavioral methods for cognitive rehabilitation are challenged by the need of transfer of training outcomes to daily life functioning. VR offers several advantages by contextualizing treatment in daily living activities in fully immersive, realistic, and multimodal enriched environments. Therefore, we will be looking for high-quality research on the following topics related to VR implementation for research and clinical settings:
1) Design elements that contribute to feasibility of virtual rehabilitation:
a) Serious games elements useful for improving patient motivation;b) Multimodal feedback;
c) Avatar therapy;
2) Clinical outcomes on the efficacy of virtual rehabilitation:
a) Patient retention in different clinical populations;b) General vs. domain-specific outcomes;
c) Dose and other moderating factors.
Dr. Jorge Oliveira
Prof. Dr. Pedro Gamito
Guest Editors
Keywords
- virtual reality
- cognitive rehabilitation
- serious games
- multimodal feedback
- avatar
- patient retention
- cognitive impairment
- dose
- acquired brain injury
- aging
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