Virtual Reality for Physical and Motor Rehabilitation
While virtual reality (VR) has influenced fields as varied as gaming, archaeology, and the visual arts, some of its most promising applications come from the health sector. Particularly encouraging are the many uses of VR in supporting the recovery
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Patrice L. (Tamar) Weiss Emily A. Keshner Mindy F. Levin Editors
Virtual Reality for Physical and Motor Rehabilitation
Virtual Reality Technologies for Health and Clinical Applications Series Editor Paul Sharkey
For further volumes: http://www.springer.com/series/13399
Patrice L. (Tamar) Weiss • Emily A. Keshner Mindy F. Levin Editors
Virtual Reality for Physical and Motor Rehabilitation
Editors Patrice L. (Tamar) Weiss Department of Occupational Therapy University of Haifa Mount Carmel Haifa, Israel
Emily A. Keshner Department of Physical Therapy and Department of Electrical and Computer Engineering, Temple University Philadelphia, PA, USA
Mindy F. Levin School of Physical and Occupational Therapy, McGill University Montreal, QC, Canada
ISBN 978-1-4939-0967-4 ISBN 978-1-4939-0968-1 (eBook) DOI 10.1007/978-1-4939-0968-1 Springer New York Heidelberg Dordrecht London Library of Congress Control Number: 2014942842 © Springer Science+Business Media New York 2014 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher’s location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein. Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com)
Contents
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Volume Introduction and Overview ...................................................... Patrice L. (Tamar) Weiss, Emily A. Keshner, and Mindy F. Levin
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Neuroplasticity and Virtual Reality.............................................
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