Ontology highlight
ABSTRACT: Background
Many essential walking activities in daily life, such as crossing a street, are challenging to practice in conventional therapeutic settings. Virtual environments (VEs) delivered through a virtual reality (VR) head-mounted display (HMD) would allow training such activities in a safe and attractive environment. Furthermore, the game-like character and high degree of immersion in these applications might help maintain or increase children's motivation and active participation during the rehabilitation process.Objective
This study aimed to investigate the usability, user experience, and acceptability of an immersive VE experienced through a VR HMD to train everyday life walking activities in pediatric neurorehabilitation.Methods
In a cross-sectional study, 2
SUBMITTER: Ammann-Reiffer C
PROVIDER: S-EPMC9335180 | biostudies-literature | 2022 Jul
REPOSITORIES: biostudies-literature