Abstract

AbstractEarly on, Virtual Reality (VR) was linked to communication—even as ‘a combination of the television and telephone wrapped delicately around the senses’ [1]. VR Technologies are increasingly being adopted in the areas of (re)habilitation and therapeutic intervention healthcare treatments. VR applications that supplement traditional intervention are in human physical, cognitive, and psychological functioning medical treatment programs. Extended Reality (XR), incorporating applications beyond solely VR, with Augmented Reality (AR) and Mixed Reality (MR) applications are also being introduced. This chapter introduces via micro-review, four chapters under the theme VR/technologies for rehabilitation. It follows on from the previous and opening part of this book where ten chapters were introduced and micro-reviewed under the theme Gaming, VR, and immersive technologies for education/training. Specifically, the chapters are titled:—‘Game-based (re)habilitation via movement tracking’ [2]; ‘Case studies of users with neurodevelopmental disabilities: Showcasing their roles in early stages of VR training development’ [3]; ‘AquAbilitation: ‘Virtual interactive space’ (VIS) with buoyancy therapeutic movement training’ [4]; and finally, ‘Interactive Multisensory VibroAcoustic therapeutic intervention (iMVATi)’ [5].KeywordsVirtual realityRehabilitationTechnologiesAutismParticipatory designGamesHealth

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