{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,7,7]],"date-time":"2026-07-07T13:51:28Z","timestamp":1783432288450,"version":"3.54.6"},"reference-count":40,"publisher":"MDPI AG","issue":"3","license":[{"start":{"date-parts":[[2020,2,28]],"date-time":"2020-02-28T00:00:00Z","timestamp":1582848000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Information"],"abstract":"<jats:p>In recent years, advancements in human\u2013computer interaction (HCI) have enabled the development of versatile immersive devices, including Head-Mounted Displays (HMDs). These devices are usually used for entertainment activities as video-gaming or augmented\/virtual reality applications for tourist or learning purposes. Actually, HMDs, together with the design of ad-hoc exercises, can also be used to support rehabilitation tasks, including neurocognitive rehabilitation due to strokes, traumatic brain injuries, or brain surgeries. In this paper, a tool for immersive neurocognitive rehabilitation is presented. The tool allows therapists to create and set 3D rooms to simulate home environments in which patients can perform tasks of their everyday life (e.g., find a key, set a table, do numerical exercises). The tool allows therapists to implement the different exercises on the basis of a random mechanism by which different parameters (e.g., objects position, task complexity) can change over time, thus stimulating the problem-solving skills of patients. The latter aspect plays a key role in neurocognitive rehabilitation. Experiments obtained on 35 real patients and comparative evaluations, conducted by five therapists, of the proposed tool with respect to the traditional neurocognitive rehabilitation methods highlight remarkable results in terms of motivation, acceptance, and usability as well as recovery of lost skills.<\/jats:p>","DOI":"10.3390\/info11030134","type":"journal-article","created":{"date-parts":[[2020,3,2]],"date-time":"2020-03-02T06:34:23Z","timestamp":1583130863000},"page":"134","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":7,"title":["Design of a 3D Platform for Immersive Neurocognitive Rehabilitation"],"prefix":"10.3390","volume":"11","author":[{"given":"Danilo","family":"Avola","sequence":"first","affiliation":[{"name":"Department of Computer Science, Sapienza University, 00198 Rome, Italy"},{"name":"Computer Vision Laboratory (VisionLab), Sapienza University, 00198 Rome, Italy"},{"name":"Department of Communication and Social Research, Sapienza University, 00198 Rome, Italy"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Luigi","family":"Cinque","sequence":"additional","affiliation":[{"name":"Department of Computer Science, Sapienza University, 00198 Rome, Italy"},{"name":"Computer Vision Laboratory (VisionLab), Sapienza University, 00198 Rome, Italy"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Daniele","family":"Pannone","sequence":"additional","affiliation":[{"name":"Department of Computer Science, Sapienza University, 00198 Rome, Italy"},{"name":"Computer Vision Laboratory (VisionLab), Sapienza University, 00198 Rome, Italy"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"1968","published-online":{"date-parts":[[2020,2,28]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","first-page":"36","DOI":"10.1038\/s42256-018-0010-3","article-title":"Differential game theory for versatile physical human-robot interaction","volume":"1","author":"Li","year":"2019","journal-title":"Nat. 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