Viewing medium affects arm motor performance in 3D virtual environments

scientific article

Viewing medium affects arm motor performance in 3D virtual environments is …
instance of (P31):
scholarly articleQ13442814

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P6179Dimensions Publication ID1046152682
P356DOI10.1186/1743-0003-8-36
P932PMC publication ID3145562
P698PubMed publication ID21718542
P5875ResearchGate publication ID51457039

P2093author name stringMindy F Levin
Sandeep K Subramanian
P2860cites workReaching in reality and virtual reality: a comparison of movement kinematics in healthy subjects and in adults with hemiparesisQ24557426
The post-stroke hemiplegic patient. 1. a method for evaluation of physical performanceQ28189300
Sensorimotor training in virtual reality: a reviewQ33640857
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A treadmill and motion coupled virtual reality system for gait training post-stroke.Q34517925
Virtual reality hardware and graphic display options for brain-machine interfacesQ35080537
Virtual reality and neuropsychology: upgrading the current toolsQ35152369
Virtual reality in stroke rehabilitation: still more virtual than realQ36871107
Principles of experience-dependent neural plasticity: implications for rehabilitation after brain damageQ37071415
Relief of hemiparetic spasticity by TENS is associated with improvement in reflex and voluntary motor functionsQ39502934
Similar motor recovery of upper and lower extremities after strokeQ48108415
Recruitment and sequencing of different degrees of freedom during pointing movements involving the trunk in healthy and hemiparetic subjectsQ48208188
Virtual reality environments to enhance upper limb functional recovery in patients with hemiparesis.Q48269590
Use of the trunk for reaching targets placed within and beyond the reach in adult hemiparesis.Q48668427
Field of view affects reaching, not graspingQ49104334
Effect of head-mounted displays on posture.Q50896983
Depth perception in virtual reality: distance estimations in peri- and extrapersonal space.Q51964224
Reduced fields of view are neither necessary nor sufficient for distance underestimation but reduce precision and may cause calibration problems.Q51999975
The interaction of visual and proprioceptive inputs in pointing to actual and remembered targets.Q52054765
Distance determined by the angular declination below the horizonQ59090559
Reliability of the Fugl-Meyer Assessment of Sensorimotor Recovery Following Cerebrovascular AccidentQ59604078
Reaching and grasping with restricted peripheral visionQ80241210
The influence of restricted viewing conditions on egocentric distance perception: implications for real and virtual indoor environmentsQ81653783
Effect of viewing angle on arm reaching while standing in a virtual environment: potential for virtual rehabilitationQ82292533
Kinematics of pointing movements made in a virtual versus a physical 3-dimensional environment in healthy and stroke subjectsQ83752980
Comparison of grasping movements made by healthy subjects in a 3-dimensional immersive virtual versus physical environmentQ84388823
Validity of movement pattern kinematics as measures of arm motor impairment poststrokeQ84976845
P304page(s)36
P577publication date2011-06-30
P1433published inJournal of NeuroEngineering and RehabilitationQ15758015
P1476titleViewing medium affects arm motor performance in 3D virtual environments
P478volume8

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cites work (P2860)
Q37208135A Comparative Analysis of 2D and 3D Tasks for Virtual Reality Therapies Based on Robotic-Assisted Neurorehabilitation for Post-stroke Patients.
Q37710931A robotic object hitting task to quantify sensorimotor impairments in participants with stroke.
Q24629010Development of a 3D immersive videogame to improve arm-postural coordination in patients with TBI
Q37070696Does use of a virtual environment change reaching while standing in patients with traumatic brain injury?
Q37452367Effects of Real-World Versus Virtual Environments on Joint Excursions in Full-Body Reaching Tasks.
Q37298348Effects of Visual Display on Joint Excursions Used to Play Virtual Dodgeball
Q38248417Emergence of virtual reality as a tool for upper limb rehabilitation: incorporation of motor control and motor learning principles
Q30586573Facilitation of corticospinal excitability by virtual reality exercise following anodal transcranial direct current stimulation in healthy volunteers and subacute stroke subjects
Q55285628Inertial Sensor Measurements of Upper-Limb Kinematics in Stroke Patients in Clinic and Home Environment.
Q36711165Planning and adjustments for the control of reach extent in a virtual environment
Q36476056Powered wheelchair simulator development: implementing combined navigation-reaching tasks with a 3D hand motion controller
Q91813420Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments
Q39242884Virtual Reality for Sensorimotor Rehabilitation Post-Stroke: The Promise and Current State of the Field