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dc.contributor.author | Noe, Enrique | es_ES |
dc.contributor.author | Llorens Rodríguez, Roberto | es_ES |
dc.contributor.author | Ferri Campos, Joan | es_ES |
dc.contributor.author | Alcañiz Raya, Mariano Luis | es_ES |
dc.date.accessioned | 2016-06-09T11:24:50Z | |
dc.date.available | 2016-06-09T11:24:50Z | |
dc.date.issued | 2013 | |
dc.identifier.issn | 0340-5354 | |
dc.identifier.uri | http://hdl.handle.net/10251/65592 | |
dc.description.abstract | Acquired brain injury (ABI) is a complex disease that involves impairment in motor and cognitive skills and in psychological functions, including the self-awareness. An alteration of this capacity slows the rehabilitation progress and represents one of the greatest impediments to social integration and optimal adjustment. The objective of this study is to study the effectiveness of a therapeutic and recreational virtual game board to rehabilitate selfawareness deficits following ABI | |
dc.format.extent | 1 | es_ES |
dc.language | Inglés | es_ES |
dc.publisher | Springer Verlag (Germany) | es_ES |
dc.relation.ispartof | Journal of Neurology | |
dc.rights | Reserva de todos los derechos | es_ES |
dc.subject.classification | EXPRESION GRAFICA EN LA INGENIERIA | es_ES |
dc.title | Effectiveness of a virtual board game to improve self-awareness in acquired brain injury patients | es_ES |
dc.type | Comunicación en congreso | es_ES |
dc.identifier.doi | 10.1007/s00415-013-6924-0 | |
dc.rights.accessRights | Abierto | es_ES |
dc.contributor.affiliation | Universitat Politècnica de València. Instituto Interuniversitario de Investigación en Bioingeniería y Tecnología Orientada al Ser Humano - Institut Interuniversitari d'Investigació en Bioenginyeria i Tecnologia Orientada a l'Ésser Humà | es_ES |
dc.contributor.affiliation | Universitat Politècnica de València. Departamento de Ingeniería Gráfica - Departament d'Enginyeria Gràfica | es_ES |
dc.description.bibliographicCitation | Noe, E.; Llorens Rodríguez, R.; Ferri Campos, J.; Alcañiz Raya, ML. (2013). Effectiveness of a virtual board game to improve self-awareness in acquired brain injury patients. Springer Verlag (Germany). doi:10.1007/s00415-013-6924-0 | es_ES |
dc.description.accrualMethod | S | es_ES |
dc.relation.conferencename | 33 Meeting of the European Neurological Society | es_ES |
dc.relation.conferencedate | 8–11 de junio 2013 | es_ES |
dc.relation.conferenceplace | Barcelona | es_ES |
dc.relation.publisherversion | https://dx.doi.org/10.1007/s00415-013-6924-0 | es_ES |
dc.type.version | info:eu-repo/semantics/publishedVersion | es_ES |
dc.relation.senia | 245315 | es_ES |
dc.identifier.eissn | 1432-1459 |