1. Aravind, G., Darekar, A., Fung, J., & Lamontagne, A. (2015). Virtual reality-based navigation task to reveal obstacle avoidance performance in individuals with visuospatial neglect. IEEE Transactions on Neural Systems and Rehabilitation Engineering. 23, 179-188.
2. Baldominos, A., Saez, Y., & del Pozo, C.G. (2015). An approach to physical rehabilitation using state-of-the-art virtual reality and motion tracking technologies. Procedia Computer Science. 64, 10-16.
3. Beidel, D. C. Frueh, B.C., Neer, S.M., Bowers, C.A., Trachik, B., Uhde, T.W. et al. (2017). Trauma management therapy with virtual-reality augmented exposure therapy for combat-related PTSD: A randomized controlled trial. Journal of Anxiety Disorders.
4. Cassidy, T.P., Lewis, S., & Gray, S.C. (21998). Recovery from visuospatial neglect in stroke patients. Journal of Neurology, Neurosurgery & Psychiatry. 64, 555-557.
5. Chang, Y.J., Kang, Y. S., & Liu, F.L. (2014). A computer-based interactive game to train persons with cognitive impairments to perform recycling tasks independently. Research in Developmental Disabilities. 35, 3672-3677.
6. Chuah, J.H., Lok, B., & Black, E. (2013). Applying mixed reality to simulate vulnerable populations for practicing clinical communication skills. IEEE Transactions on Visualization and Computer Graphics. 19, 539-546.
7. Deb, S., Thomas, M., & Bright, C. (2001). Mental disorder in adults with intellectual disability. 1: Prevalence of functional psychiatric illness among a community‐based population aged between 16 and 64 years. Journal of Intellectual Disability Research. 45, 495-505.
8. Escudeiro, P., Escudeiro, N., Reis, R., Lopes, J., Norberto, M., Baltasar, A.B. et al. (2015). Virtual Sign–A Real Time Bidirectional Translator of Portuguese Sign Language. Procedia Computer Science. 67, 252-262.
9. Janssen, I., Heymsfield, S.B., & Ross, R. (2002). Low relative skeletal muscle mass (sarcopenia) in older persons is associated with functional impairment and physical disability. Journal of the American Geriatrics Society. 50, 889-896.
10. Lehmann, I., Baer, G., & Schuster-Amft, C. (2107). Experience of an upper limb training program with a non-immersive virtual reality system in patients after stroke: a qualitative study. Physiotherapy.
11. Lin, C.Y. & Chang, Y.M. (2015). Interactive augmented reality using Scratch 2.0 to improve physical activities for children with developmental disabilities. Research in Developmental Disabilities. 37, 1-8.
12. McAtamney, L. & Corlett, E.N. (1993). RULA: A survey method for the investigation of work-related upper limb disorders. Applied Ergonomics. 24, 91-99.
13. Ming, X., Brimacombe, M., & Wagner, G.C. (2007). Prevalence of motor impairment in autism spectrum disorders. Brain and Development. 29, 565-570.
14. Scardovelli, T.A. & Frère, A.F. (2016). The design and evaluation of a peripheral device for use with a computer game intended for children with motor disabilities. Computer Methods and Programs in Biomedicine. 118, 44-58.
15. Staff, J., Maggs, J.L., Cundiff, K., & Evans-Polce, R.J. (2016). Childhood cigarette and alcohol use: negative links with adjustment. Addictive Behaviors. 62,. 122-128.
16. Takahashi, I., Oki, M., Bourreau, B., Kitahara, I. & Suzuki, K. (2018). FUTUREGYM: A gymnasium with interactive floor projection for children with special needs. International Journal of Child-Computer Interaction. 15, 37-47.
17. Wang, K., Iwai, D., & Sato, K. (2017). Supporting trembling hand typing using optical see-through mixed reality. IEEE Access. 5, 10700-10708.
18. White, S.W., Keonig, K., & Scahill, L. (2007). Social skills development in children with autism spectrum disorders: A review of the intervention research. Journal of Autism and Developmental Disorders. 37, 1858-1868.