Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Carla Winter

dblp:247/3737 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 92% Visual content generation and editing · 8%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
games and playful interaction
0.412019
Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation · VR 2019
Virtual and augmented reality
gamification
0.412019
Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation · VR 2019
Virtual and augmented reality
health and well-being technologies
0.412019
Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation · VR 2019
Virtual and augmented reality
immersive interaction
0.112019
Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation · VR 2019
Visual content generation and editing
procedural content generation
0.112019
Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation · VR 2019

Methods — techniques the papers use, named apart from their topics

repeated measures study · 0.4
YearPublicationVenuePosition
2019 Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation
abstract
Virtual Reality (VR) technology offers promising opportunities to improve traditional treadmill-based rehabilitation programs. We present an immersive VR rehabilitation system that includes a head-mounted display and motion sensors. The application is designed to promote the experience of relatedness, autonomy, and competence. The application uses procedural content generation to generate diverse landscapes. We evaluated the effect of the immersive rehabilitation system on motivation and affect. We conducted a repeated measures study with 36 healthy participants to compare the immersive program to a traditional rehabilitation program. Participants reported significant greater enjoyment, felt more competent and experienced higher decision freedom and meaningfulness in the immersive VR gait training compared to the traditional training. They experienced significantly lower physical demand, simulator sickness, and state anxiety, and felt less pressured while still perceiving a higher personal performance. We derive three design implications for future applications in gait rehabilitation: Immersive VR provides a promising augmentation for gait rehabilitation. Gamification features provide a design guideline for content creation in gait rehabilitation. Relatedness and autonomy provide critical content features in gait rehabilitation.
Florian Kern, Carla Winter, Dominik Gall, Ivo Käthner, Paul Pauli, Marc Erich Latoschik
VR2