Publications
The library contains publications providing information on recent and emerging virtual reality technologies and their application in rehabilitation. Details can be found on authors, research, technology, area of impact as well as location.
VR4REHAB is providing this library as a service for all stakeholders in rehabilitation to showcase past, current and future work with neither assessment of quality of content nor evaluation of claims made by the original authors. Therefore, reference to any work or products in the library does not constitute an endorsement or recommendation by VR4REHAB.
Despite the available evidence regarding effectiveness of stroke telerehabilitation, there has been little focus on factors influencing its delivery or translation from the research setting into practice.
Neurological disorders affect the lifestyle and the living conditions of a patient. Virtual Reality is a technology that may be used to simulate various types of tasks in a computerized environment guiding the patient and help on rehabilitation
"Inspired by prior research and qualitative insights from XR professionals, we discuss the meaning and definitions of various terms and organize them in our proposed framework."
In this case report, we used virtual reality (VR) to explore pain evoked by only the appearance of being touched (rather than actually being touched) in a person with complex regional pain syndrome type II.
his 2021 Springer book is the third volume of a trilogy focused on Technologies for Inclusive Well-Being that includes a 2014 volume focused upon serious games, alternative realities, and play therapy, through to a 2017 volume focused on applied technologies ranging from worn to off-body sensing, virtual worlds, and games for serious applications.
Recent evidence supports the use of immersive virtual reality (immersive VR) as a means of applying visual feedback techniques in neurorehabilitation. In this study, we investigated the benefits of an embodiment-based immersive VR training program for orthopedic upper limb rehabilitation, with the aim of improving the motor functional ability of the arm and accelerating the rehabilitation process in patients with a conservatively managed distal radius fracture.
This scoping review aimed at providing an overview of the applications of a virtual coach in the clinical field. In particular, the review focused on the papers that provide tangible information for coaching activities with an active implication for engaging and guiding patients who have an ongoing plan of care.
Home-based rehabilitation after an acute episode or following an exacerbation of a chronic disease is often problematic with a clear lack of continuity of care between hospital and home care. Secondary prevention is an essential element of long-term rehabilitation where strategies oriented toward risk reduction, treatment adherence, and optimization of quality of life need to be applied
Providing a suitable rehabilitation after an acute episode or a chronic disease helps people to live independently and enhance their quality of life. However, the continuity of care is often interrupted in the transition from hospital to home.
End-user involvement constitutes an essential goal during the development of innovative solution, not only for the evaluation, but also in codesign, following a user-centered strategy. Indeed, it is a great asset of research to base the work in a user-centered approach, because it allows to build a platform that will respond to the real needs of users.
This study aimed to investigate: 1) the effect of optic flow speed manipulation on active participation during robot-assisted treadmill walking (RATW), 2) the influence of the type of virtual environment, and 3) the level of motion sickness and enjoyment. Twenty-eight healthy older adults were randomized in two groups: “stimulus rich” Park group (50% male, 61± 6 year) and “stimulus poor” Hallway group (43% male, 62± 5 year).
During gait training in persons with central nervous system (CNS) movement disorders, virtual reality (VR) can offer added value by providing task-specific gait training in more interactive and motivating environments.
"This integrative review aimed to identify, analyse and synthesise studies investigating the clinical efficacy of virtual reality (VR) distraction for children undergoing varying painful and anxiety-inducing medical procedures across different hospital settings and to identify implications for research and clinical practice."
To determine the clinical effectiveness of adding virtual reality via the Nintendo Wii console and its Wii Balance Board to physiotherapy treatment in patients with total hip arthroplasty.
"This paper presents the development of a virtual reality environment for use in physical therapy with wheelchair patients for trunk control."
"Physical therapy is regarded as an essential aspect in achieving optimal outcomes following total knee arthroplasty (TKA). The coronavirus disease 2019 (COVID-19) pandemic has made face-to-face rehabilitation inaccessible. Virtual reality (VR) is increasingly regarded as a potentially effective option for offering health care interventions. This systematic review and meta-analysis investigate VR-based rehabilitation’s effectiveness on outcomes following TKA."
"Investigate the efficacy and acceptability of virtual reality (VR) with time-dose-matched conventional therapy (CT) in patients post-stroke with upper limb dysfunction."