{"id":{"repo_id":"reykjavik","oai_identifier":"oai:skemman.is:1946/44346"},"canonical_url":"https://search.dev.ndltd.org/etd/reykjavik/oai:skemman.is:1946/44346","repository":{"repo_id":"reykjavik","name":"Reykjavík University","base_url":"https://skemman.is/oai/request"},"display":{"title":"How can virtual reality benefit the lives of persons with MND?","abstract":"This study explores the potential benefits and challenges of implementing virtual reality (VR) technology in exercise interventions for individuals with motor neuron disease (MND) and other disabilities. We developed Stackly, a space-themed stacking game, as an example of how VR-based exercise programs could be designed for this population. The primary objective of the game is to stack cubes in a designated area, requiring players to demonstrate strategy, concentration, and precision control. Through this immersive experience, patients can engage in a stimulating and enjoyable form of exercise that accommodates their unique needs.","abstract_html":"This study explores the potential benefits and challenges of implementing virtual reality (VR) technology in exercise interventions for individuals with motor neuron disease (MND) and other disabilities. We developed Stackly, a space-themed stacking game, as an example of how VR-based exercise programs could be designed for this population. The primary objective of the game is to stack cubes in a designated area, requiring players to demonstrate strategy, concentration, and precision control. Through this immersive experience, patients can engage in a stimulating and enjoyable form of exercise that accommodates their unique needs.","abstract_has_math":false,"creators":["Elísabet Líf Birgisdóttir 2000-","Emil Trausti Smyrilsson 1999-"],"institution":null,"degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":["Háskólinn í Reykjavík"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2023,"date_issued":"2023-05-19T14:48:03Z","date_published":"2023-05-19T14:48:03Z","updated_at":"2026-07-27T20:38:54Z","subjects":["Tölvunarfræði","Computer science","MND sjúkdómur","Sýndarveruleiki","Tölvuleikir","Hreyfiþjálfun","Motor Neuron Disease (MND)","Virtual reality","Computer games","Motion therapy"],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/1946/44346","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Háskólinn í Reykjavík"]},{"key":"dc:creator","label":"Author","values":["Elísabet Líf Birgisdóttir 2000-","Emil Trausti Smyrilsson 1999-"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2023-05-19T14:48:02Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2023-05-19T14:48:02Z"]},{"key":"dc:date.issued","label":"Date","values":["2023-05-19T14:48:03Z"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Tölvunarfræði","Computer science","MND sjúkdómur","Sýndarveruleiki","Tölvuleikir","Hreyfiþjálfun","Motor Neuron Disease (MND)","Virtual reality","Computer games","Motion therapy"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["http://hdl.handle.net/1946/44346"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["This study explores the potential benefits and challenges of implementing virtual reality (VR) technology in exercise interventions for individuals with motor neuron disease (MND) and other disabilities. We developed Stackly, a space-themed stacking game, as an example of how VR-based exercise programs could be designed for this population. The primary objective of the game is to stack cubes in a designated area, requiring players to demonstrate strategy, concentration, and precision control. Through this immersive experience, patients can engage in a stimulating and enjoyable form of exercise that accommodates their unique needs."]},{"key":"dc:title","label":"Title","values":["How can virtual reality benefit the lives of persons with MND?"]}]}],"canonical_facts":{"dc:contributor":["Háskólinn í Reykjavík"],"dc:creator":["Elísabet Líf Birgisdóttir 2000-","Emil Trausti Smyrilsson 1999-"],"dc:date.accessioned":["2023-05-19T14:48:02Z"],"dc:date.available":["2023-05-19T14:48:02Z"],"dc:date.issued":["2023-05-19T14:48:03Z"],"dc:description.abstract":["This study explores the potential benefits and challenges of implementing virtual reality (VR) technology in exercise interventions for individuals with motor neuron disease (MND) and other disabilities. We developed Stackly, a space-themed stacking game, as an example of how VR-based exercise programs could be designed for this population. The primary objective of the game is to stack cubes in a designated area, requiring players to demonstrate strategy, concentration, and precision control. Through this immersive experience, patients can engage in a stimulating and enjoyable form of exercise that accommodates their unique needs."],"dc:identifier.uri":["http://hdl.handle.net/1946/44346"],"dc:language.iso":["en"],"dc:subject":["Tölvunarfræði","Computer science","MND sjúkdómur","Sýndarveruleiki","Tölvuleikir","Hreyfiþjálfun","Motor Neuron Disease (MND)","Virtual reality","Computer games","Motion therapy"],"dc:title":["How can virtual reality benefit the lives of persons with MND?"],"dc:type":["Thesis"]},"updated_at":"2026-07-27T20:38:54Z"}