Design and Development of a Virtual Reality System for the Management of Adult Neurogenic Communication Disorders In this paper we present a Virtual Reality (VR) system (simulated kitchen; Sim:Kitchen) designed and developed for use in the rehabilitation of adults with neurogenic communication disorders. Communication disorders are commonly associated with neurological conditions such as stroke, brain injury, and Parkinsonxe2x80x99s disease and require longterm rehabilitation with a speech pathologist. Traditional speech pathology management involves therapy designed to address the communication impairment and to teach strategies to overcome barriers to successful communication. These treatments are delivered within a clinic setting with limited opportunity for practice in realworld situations. VR has the potential to provide a safe, supported lifelike environment in which people undergoing communication rehabilitation could practice therapy tasks and gain confidence before entering actual realworld communication contexts. The aim of this paper is to investigate the perspectives of speech pathologists about the use of VR and the simulated kitchen tool for people with communication disorders as a means to optimise rehabilitation engagement and outcomes.

Gamifying Motor Rehabilitation Therapies: Challenges and Opportunities of Immersive Technologies Recovering from a traumatic incident (e.g, a stroke) implies rigorous and demanding therapies to ensure recovery of the lost capabilities. Due to the lack of shortterm visible results, stroke patients tend to lose interest in their recovery process and frequently do not follow their therapistsxe2x80x99 suggestions to continue performing their training at home, between physiotherapy sessions. This article explores the extent to which common computer games or specifically crafted games can serve as a rehabilitation practice, but also how conventional therapeutic devices might be transformed to be incorporated into games. Furthermore, we propose a platform that follows the opportunity of creating serious games that are designed for stroke patients with reduced upper limb mobility while following the same principles of common therapeutic procedures. This platform was carefully built with the purpose of allowing patients to comply telerehabilitation and promoting the execution of the recommended training at home. Following these ideas, we integrated two carefully designed games that have been tested and validated in our previous works, and we added a toplayer characterized by an online backend application for therapists that allows them to observe their patientsxe2x80x99 progress over time and draw different conclusions.