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.
"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."
Shoulder pain accounts for a large proportion of musculoskeletal disorders and years lived with disability. Musculoskeletal shoulder pain is challenging to manage and while research evidence suggests that exercise should be a cornerstone of shoulder pain rehabilitation, the exact type and dosage of exercise is unclear. Adherence is a barrier to successful outcomes with exercise-based management of musculoskeletal pain, especially for those with co-morbidities, high pain levels and reported boredom associated with competing prescribed exercise. Virtual reality (VR) may offer an effective platform for rehabilitation of musculoskeletal shoulder pain
"The anatomical and physiological heterogeneity of strokes and persons with stroke, along with the complexity of normal upper extremity movement make the possibility that any single treatment approach will become the definitive solution for all persons with upper extremity hemiparesis due to stroke unlikely."
The objective of this study was to evaluate the feasibility, acceptability and tolerability of the newly developed VR Traveller prototype for neurorehabilitation training.
Numerous Virtual Reality (VR) systems address post-stroke functional recovery of the lower extremity (LE), most of them with low early applicability due to the gait autonomy they require. The aim of the present study was to evaluate the feasibility of a specific VR treatment and its clinical effect on LE functionality, gait, balance, and trunk control post-stroke.
To systematically review and examine the current literature regarding the effects of virtual reality (VR)–based rehabilitation on neural plasticity changes in survivors of stroke.
We aimed to conduct a double-blind, parallel-arm, single-cohort, remote, randomized placebo-controlled trial for a self-administered behavioral skills-based VR program in community-based individuals with self-reported chronic low back pain during the COVID-19 pandemic.
"This study assessed the efficacy of a virtual reality biofeedback video game (DEEP) in reducing anxiety symptoms. In addition, changes in engagement and cognitive appraisals including self-efficacy, locus of control, and threat-challenge appraisals were measured and it was explored how these factors related to anxiety regulation"
Virtual Reality (VR) is an immersive technology, which transports the user to a three-dimensional ‘virtual world’ and is increasingly used as an innovative treatment modality in various aspects of healthcare. The use of immersive VR in the management of musculoskeletal conditions is relatively new and research is required to demonstrate its effectiveness in this field.
"From the moment we set our first steps we practise walking until it eventually becomessecond nature.
However, due to injury, illness, or disease, someone might lose control over this automated task. In
these cases, physical therapy is often used to help restore a patient’s use of muscles and train a new
automatic walking pattern. "
"A significant proportion of stroke patients experience poor trunk control (1), which is highly associated with decreased gait ability and difficulty with activities of daily living (2). Moreover, impaired trunk stability and sitting balance affects the safety of performing daily life activities. Trunk stability is therefore an important goal in functional rehabilitation care (3)."
"Phantom limb pain (PLP) is a deteriorating condition that can greatly diminish quality of life. A novel treatment has been developed to relieve the PLP. The Phantom Motor Execution (PME) program uses augmented reality to treat PLP."
"The aim of our study is the implementation of the virtual reality (VR) therapeutic stimuli from VR-Traveller to a functional magnetic resonance (fMRI) environment with the goal to monitor the effects of therapy in the brains of young patients with cognitive deficits. VR-Traveller is a comprehensive VR therapy program focused on treatment of visual attention and of working memory."
"In the current work, we present a VR platform for neuro-cognitive studies, using which research
teams and medical staff can implement specific applications for research and practice in several
different rehabilitation use cases."