Chapter
Designing Affective Video Games to Support the Social-Emotional Development of Teenagers with Autism Spectrum Disorders
Scientific Evidence for the Effectiveness of Virtual Reality for Pain Reduction in Adults with Acute or Chronic Pain
Affective Robot for Elderly Assistance
Stress Inoculation Training Supported by Physiology-Driven Adaptive Virtual Reality Stimulation
NeuroVR 1.5 in Practice: Actual Clinical Applications of the Open Source VR System
The SNaP Framework: A VR Tool for Assessing Spatial Navigation
Mobile Immersive Virtual Technologies for Professional Communities of Practice
Interpersonal Relationships, Coping Strategies and Problematic Internet Use in Adolescence: An Italian Study
Walking in an Immersive Virtual Reality
Designing a Serious Game for Young Users: The Case of Happy Farm
High Resolution 3D Models for the Teaching of American Sign Language
Addiction to Internet Replies
Tools, Perspectives and Avatars in Blended Reality Space
Facial Synthesys of 3D Avatars for Therapeutic Applications
A Free Tool for Motor Rehabilitation: NeuroVR 1.5 with CamSpace
Virtual Reality Interventions for Rehabilitation: Considerations for Developing Protocols
Virtual Reality Rehabilitation of Spatial Abilities After Brain Damage
Cybertherapy Meets Facebook, Blogger, and Second Life: An Italian Experience
Self Presentation in Blogs and Social Networks
Next Generation Stress Inoculation Training for Life Saving Skills Using Prosthetics
A Comparative Analysis Between Experts and Novices Interacting with a Virtual Patient with PTSD
The Receptiveness of Stress Management Techniques by Military Personnel
The Use of Biofeedback in Clinical Virtual Reality: The Intrepid Project
Transcranial Doppler: A Non-Invasive Tool for Monitoring Brain Activity in Virtual Reality Therapy
Interactive Highly Realistic Virtual Reality as a Tool for Understanding the Genesis and Treatment of Psychotic Symptoms
A Cross-Cultural Validation of VR Treatment System for Flying Phobia in the Mexican Population
Telepsychiatry and Cultural Barriers in Korea
Online Game Addiction among Chinese College Students Measurement and Attribution
A Web-Based Tool for Cooperating Behaviors in Eating and Physical Activity Control
A Comparison of Different Survey Periods in Online Surveys of Persons with Eating Disorders and Their Relatives
Playmancer Project: A Serious Videogame as an Additional Therapy Tool for Eating and Impulse Control Disorders
Cybersickness and Anxiety During Simulated Motion: Implications for VRET
Neural Responses to Elements of a Web-Based Smoking Cessation Program
Psychophysiological Arousal and Craving in Smokers, Deprived Smokers, Former Smokers, and Non-Smokers
Changes in EEG Behavior Through Feedback Presentation
EEG, HRV and Psychological Correlates While Playing Bejeweled II: A Randomized Controlled Study
Mobile Serious Games for Collaborative Problem Solving
Treadmill Interface for Virtual Reality vs. Overground Walking: A Comparison of Gait in Individuals with and Without Pain
Behavior of Motor Disabilities and Appearance of Visual Hallucinations in Patients with Parkinson’s Disease in a Virtual Environment
Reactive Ocular and Balance Control in Immersive Visual Flows: 2D vs. 3D Virtual Stimuli
The Co-Definition of Self: Conversations in Virtual Reality
Mixed Reality for PTSD/TBI Assessment
Cost Effectiveness of Virtual Reality Graded Exposure Therapy with Physiological Monitoring for the Treatment of Combat Related Post Traumatic Stress Disorder
Neuropsychological and Virtual Reality Assessment in Topographical Disorientation
A Rehabilitation Protocol for Empowering Spatial Orientation in MCI. A Pilot Study
Semantic and Gender Priming in Frontotemporal Dementia
Assessment of Inhibition Deficits with the Virtual Classroom in Children with Traumatic Brain Injury: A Pilot-Study
A NeuroVR Based Tool for Cognitive Assessment and Rehabilitation of Post-Stroke Patients: Two Case Studies
Designing an Ecological and Adaptable Virtual Task in the Context of Executive Functions
Cognitive Therapy Using Mixed Reality for Those Impaired by a Cerebrovascular Accident (CVA)
Virtual Reality for the Upper Limb Motor Training in Stroke: A Case Report
A Multimedia Holistic Rehabilitation Method for Patients After Stroke
Optimizing Clinical Training for the Treatment of PTSD Using Virtual Patients
Virtual Reality Therapy Controlled Study for War Veterans with PTSD. Preliminary Results
Virtual Worlds as a Healing Modality for Returning Soldiers and Veterans
Psychopathological Issues of Technological Addiction: New Diagnostic Criteria for Addiction
A New Protocol Test for Physical Activity Research in Obese Children (Etiobe Project)