The scientist’s investigation covers issues in Virtual reality, Physical therapy, Physical medicine and rehabilitation, Randomized controlled trial and Artificial intelligence. His Virtual reality study integrates concerns from other disciplines, such as Augmented reality, Exposure therapy, Computer graphics and Multimedia. His work deals with themes such as Desensitization, Psychotherapist, Distress, Follow up studies and Psychological therapy, which intersect with Physical therapy.
His studies deal with areas such as Rehabilitation, Hemiparesis and Intervention as well as Physical medicine and rehabilitation. His study looks at the intersection of Randomized controlled trial and topics like Balance with Neurorehabilitation. Mariano Alcañiz usually deals with Artificial intelligence and limits it to topics linked to Computer vision and Treatment results.
Virtual reality, Artificial intelligence, Computer vision, Human–computer interaction and Multimedia are his primary areas of study. The Virtual reality study combines topics in areas such as Rehabilitation, Cognitive psychology, Physical medicine and rehabilitation, Optical head-mounted display and Immersion. His Physical medicine and rehabilitation research is multidisciplinary, incorporating elements of Hemiparesis, Virtual rehabilitation, Neurorehabilitation and Acquired brain injury.
Physical therapy covers Mariano Alcañiz research in Virtual rehabilitation. His research on Artificial intelligence frequently links to adjacent areas such as Pattern recognition. As a member of one scientific family, Mariano Alcañiz mostly works in the field of Multimedia, focusing on Augmented reality and, on occasion, Spatial ability and Visualization.
The scientist’s investigation covers issues in Virtual reality, Human–computer interaction, Eye tracking, Optical head-mounted display and Physical medicine and rehabilitation. His Virtual reality study combines topics from a wide range of disciplines, such as Cognitive psychology, Set, Embodied cognition, Multimedia and Immersion. When carried out as part of a general Human–computer interaction research project, his work on Affective computing is frequently linked to work in Risk taking, Serious game and Field, therefore connecting diverse disciplines of study.
He combines subjects such as Intervention, Rehabilitation, Psychological intervention and Stroke with his study of Physical medicine and rehabilitation. The various areas that he examines in his Neurology study include Mixed reality and Physical therapy. His work in the fields of Balance, Virtual reality therapy and Posturography overlaps with other areas such as Injury prevention.
Virtual reality, Human–computer interaction, Optical head-mounted display, Eye tracking and Physical medicine and rehabilitation are his primary areas of study. His study in Virtual reality is interdisciplinary in nature, drawing from both E-commerce, Embodied cognition, Multimedia, Immersion and Set. His E-commerce study incorporates themes from Mental health and Augmented reality.
His Human–computer interaction study combines topics in areas such as Interactivity and Head tracking. His research integrates issues of Movement tracking, Computer graphics, Oculus rift, Jitter and Immersive virtual environment in his study of Optical head-mounted display. He focuses mostly in the field of Physical medicine and rehabilitation, narrowing it down to matters related to Reliability and, in some cases, Gait analysis.
This overview was generated by a machine learning system which analysed the scientist’s body of work. If you have any feedback, you can contact us here.
Improved watershed transform for medical image segmentation using prior information
V. Grau;A.U.J. Mewes;M. Alcaniz;R. Kikinis.
IEEE Transactions on Medical Imaging (2004)
Affective Interactions Using Virtual Reality: The Link between Presence and Emotions
Giuseppe Riva;Fabrizia Mantovani;Claret Samantha Capideville;Alessandra Preziosa.
Cyberpsychology, Behavior, and Social Networking (2007)
Immersion and emotion: their impact on the sense of presence.
R.M. Baños;C. Botella;M. Alcañiz;V. Liaño.
Cyberpsychology, Behavior, and Social Networking (2004)
Education: Design and validation of an augmented book for spatial abilities development in engineering students
Jorge Martín-Gutiérrez;José Luís Saorín;Manuel Contero;Mariano Alcañiz.
Computers & Graphics (2010)
Effectiveness of a Wii balance board-based system (eBaViR) for balance rehabilitation: a pilot randomized clinical trial in patients with acquired brain injury
José-Antonio Gil-Gómez;Roberto Lloréns;Mariano Alcañiz;Mariano Alcañiz;Carolina Colomer.
Journal of Neuroengineering and Rehabilitation (2011)
Real-time deformable models for surgery simulation: a survey
U. Meier;O. López;C. Monserrat;M. C. Juan.
Computer Methods and Programs in Biomedicine (2005)
Virtual reality treatment of claustrophobia : a case report
C. Botella;R.M. Baños;C. Perpiñá;H. Villa.
Behaviour Research and Therapy (1998)
Virtual reality exposure in the treatment of panic disorder and agoraphobia: A controlled study
C. Botella;A. García-Palacios;H. Villa;R. M. Baños.
Clinical Psychology & Psychotherapy (2007)
Presence and Reality Judgment in Virtual Environments: A Unitary Construct?
R.M. Baños;C. Botella;A. Garcia-Palacios;H. Villa.
Cyberpsychology, Behavior, and Social Networking (2000)
Automatic Detection of Optic Disc Based on PCA and Mathematical Morphology
S. Morales;V. Naranjo;J. Angulo;M. Alcaniz.
IEEE Transactions on Medical Imaging (2013)
If you think any of the details on this page are incorrect, let us know.
We appreciate your kind effort to assist us to improve this page, it would be helpful providing us with as much detail as possible in the text box below: