posted on 2011-12-30, 18:39authored bySandeep Subramanian, Luiz A Knaut, Christian Beaudoin, Bradford J McFadyen, Anatol G Feldman, Mindy F Levin
Copyright information:
Taken from "Virtual reality environments for post-stroke arm rehabilitation"
http://www.jneuroengrehab.com/content/4/1/20
Journal of NeuroEngineering and Rehabilitation 2007;4():20-20.
Published online 22 Jun 2007
PMCID:PMC1920518.
Spheres represent marker positions on the subject's arm and trunk and the cube in front of Target 1 is the offset added to detect collision between the fingertip and the target. B. The virtual environment as it appears to the subject in the head-mounted display. The subject is cued to reach Target 3. The participant's score is indicated on the top right of each panel.