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About this Research Topic

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Background

Virtual rehabilitation encompasses the use of simulation and virtual reality scenarios to develop rehabilitation environments with a great capacity for feedback and customization. A virtual environment is a simulation of the real world that is generated through computer software and it is experienced by the user through a human-machine interface. The virtual rehabilitation environment can be manipulated at will to offer a more exhaustive and comprehensive learning experience. Within the virtual environment, real world tasks can be replicated with in-depth fidelity to the actual task, or on the contrary, critical elements of the task can be abstracted to eliminate sources of distraction. Virtual environments can offer truly immersive and multisensorial experience, and favor a psychological sense of being within the virtual world, a feature known as presence.

The objective of this special issue is to give readers an in-depth understanding of the current state-of-the-art and potential of virtual rehabilitation. It will cover both the technological and human perspectives and the interaction between them. On the technology side, this will include the use of artificial intelligence techniques for adaptation and customization, the development of serious games for rehabilitation, including multi-user games to increase motivation of users undergoing rehabilitation together, through co-operation and competition. On the human side, this will include end-user perspectives, co-production and human-centered approaches to the design of virtual rehabilitation, recognition of users’ affective states to improve and personalize the experience, of virtual "therapists" to provide support and motivation. We are looking for both fundamental research and experimental studies that evaluate specific approaches to virtual rehabilitation, including their advantages and disadvantages compared to traditional methods. Studies may consider specific or several different conditions and should consider diverse populations and contexts. Studies which lead to recommendations for good practice are particularly welcome.

This special issue will cover the state of the art and potential of virtual rehabilitation, including both the underlying theories/fundamental research and applications:

- Serious games in virtual rehabilitation

- Affective computing in rehabilitation

- Customization and adaptation

- Virtual agents / avatars in rehabilitation

- Virtual / augmented reality for rehabilitation

- Clinical studies incorporating virtual rehabilitation

- Impact of virtual rehabilitation at home

- Effects of virtual rehabilitation in the brain

- Virtual rehabilitation to increase motivation through the use of collaboration and competition

- End-user perspectives

Important note: All contributions to this Research Topic must be within the scope of the section and journal to which they are submitted, as defined in their mission statements. Frontiers reserves the right to guide an out-of-scope manuscript to a more suitable section or journal at any stage of peer review.

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