Home Fascicolo n.6/2018 Bibliografia
Virtual reality, exergame, augmented reality con biofeedback
pubblicato nel Novembre - Dicembre 2018 ne Il Fisioterapista - fascicolo n.6


  • Baranowski T, Buday R, Thompson DI, Baranowski J. Playing for real: video games and stories for health-related behaviour change. Am J Prev Med 2008; 34(1): 74-82.
  • Bonnette S, DiCesare CA, Kiefer AW, et al. Real-time biofeedback is more effective than sham feedback for modifying high risk biomechanics. J Sport Rehabil 2018; 28: 1-28.
  • Chamberlin B, Callagher R. Exergames using video games to promote physical activity. Research presentation children, youth and families at risk. (CYFAR) conference San Antonio, TX, May 7, 2008.
  • Kiefer AW, Kushner AM, Groene J, et al. A commentary on real-time biofeedback to augment neuromuscular training for acl injury prevention in adolescent athletes. J Sports Sci Med 2015 ; 14(1): 1-8.
  • Mantovani C. Feedback and motor control systems. Ital J Sport Sci 2004; 11 : 23-7.
  • Park T, Lee U, MacKenzie S, et al. Human factors of speed-based exergame controllers. Proceeding of the SIGCHI Conference on Human Factors in Computing Systems. Toronto, Ontario, Canada, April 26 - May 01, 2014; Pages 1865-74.
  • Taylor JB, Nguyen AD, Paterno MV, Huang B, Ford KR. Real-time optimized biofeedback utilizing sport techniques (ROBUST): a study protocol for a randomized controlled trial. BMC Musculoskeletal Disorders 2017; 18: 71.
  • Wigdor D, Dennis Wixon D. Brave NUI World: Designing natural user interfaces for touch and gesture. Burlington, MA: Morgan Kaufmann, 2011.