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.

Virtual Reality as a Tool to Promote Wellbeing in the Workplace
Jai Shree Adhyaru, Charlotte Kemp

"NHS staff are disproportionately impacted by workplace stress, impacting the quality of service delivery and sustainability of this vital healthcare system. "

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Enhance VR: a multisensory approach to cognitive assessment and training
Victòria Brugada-Ramentol

"The deterioration of cognitive functioning is present in healthy aging and it is more pronounced as a
result of neuropathological conditions, such as Alzheimer’s disease [1]. Together with lifestyle
interventions, cognitive training systems have been proposed to delay cognitive decline in older
adults [2]. "

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Device use during teletherapy sessions for children with disabilities during the COVID-19 pandemic: Parent perspectives
Danielle E. Levac , Cydney Greenberg , Kayla Pinzur , Erica Richard , Kristen Allison

"The first 90 days of the COVID-19 pandemic (March – June 2020) caused widespread therapy service
disruptions for children with disabilities and their families. Many services switched to a telehealth
delivery model. Little is known about how therapists and families used devices (such as smartphones,
computers, active video games, tablets, and virtual reality headsets) for therapy purposes during this
time. "

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Making of a Mixed Reality e-learning module for patients with spinal cord injuries
Katie Hoolahan

"The human body is complex to understand, imagine the challenge for patients with spinal cord injury to understand the consequences of the injury to their bodies. Effective counselling is essential for long-term healt"

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A preliminary investigation into the effects of gamified virtual reality on exercise adherence, perceived exertion and health
Katie Hoolahan

"Exercise is widely used as a treatment and prevention method for many health conditions, however adherence to exercise programmes is generally very low. Gamified virtual reality is a promising solution to this."

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Usability of Three-dimensional Augmented Visual Cues Delivered by Smart Glasses on (Freezing of) Gait in Parkinson's Disease
Sabine Janssen, Benjamin Bolte, Jorik Nonnekes, Marian Bittner, Bastiaan R. Bloem, Tjitske Heida, Yan Zhao, Richard J. A. van Wezel

"We investigate the usability of 3D augmented reality visual cues delivered by smart glasses in comparison to conventional 3D transverse bars on the floor and auditory cueing via a metronome in reducing FOG and improving gait parameters."

DOI: https://10.3389/fneur.2017.00279
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Clinical Trial of the Virtual Integration Environment to Treat Phantom Limb Pain With Upper Extremity Amputation
Briana N. Perry, Robert S. Armiger, Mikias Wolde, Kayla A. McFarland, Aimee L. Alphonso, Brett T. Monson, Paul F. Pasquina and Jack W. Tsao

"We explored whether the Virtual Integration Environment (VIE), a virtual reality UE simulator, could be used as a therapy device to effectively treat PLP in individuals with UE amputation."

DOI: https://10.3389/fneur.2018.00770
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VR and AR in human performance research - An NUS experience
Jun-Hao Yin, Chin-Boon Chng, Pooi-Mun Wong, Nicholas Ho, Matthew Chua, Chee-Kong Chui

"This paper surveys current research trends, findings and limitation of VR and AR in its effect on human performance, specifically in Singapore, and our experience in the National University of Singapore (NUS)."

DOI: https://10.2196/12771
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Is Wearable Technology Becoming Part of Us? Developing and Validating a Measurement Scale for Wearable Technology Embodiment
Elizabeth C Nelson, Tibert Verhagen, Miriam Vollenbroek-Hutten, Matthijs L Noordzij

"This study aimed to conceptualize wearable technology embodiment, create an instrument to measure it, and test the predictive validity of the scale using well-known constructs related to technology adoption."

DOI: https://10.2196/12771
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Effects of mixed reality head-mounted glasses during 90 minutes of mental and manual tasks on cognitive and physiological functions
Carole Cometti, Christos Païzis, Audrey Casteleira, Guillaume Pons, Nicolas Babault​

"We evaluated the effects of a mixed reality (MR) head-mounted device on some cognitive and physiological functions during 90 min tasks in an attempt to determine their safety for workers."

DOI: https://10.7717/peerj.5847
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Depth Camera-Based 3D Hand Gesture Controls with Immersive Tactile Feedback for Natural Mid-Air Gesture Interactions
Kwangtaek Kim, Joongrock Kim, Jaesung Choi, Junghyun Kim and Sangyoun Lee

"Our study provides researchers and designers with informative guidelines to develop more natural gesture control systems or immersive user interfaces with haptic feedback."

DOI: https://10.3390/s150101022
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Use of Perturbation-Based Gait Training in a Virtual Environment to Address Mediolateral Instability in an Individual With Unilateral Transfemoral Amputation
Riley C. Sheehan, Christopher A. Rábago, Jonathan H. Rylander, Jonathan B. Dingwell, Jason M. Wilken

"This case report describes walking function and mediolateral stability outcomes of an individual with a unilateral transfemoral amputation following a novel perturbation-based gait training intervention in a virtual environment."

DOI: https://10.2522/ptj.20150566
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Seeing virtual while acting real: Visual display and strategy effects on the time and precision of eye-hand coordination
Anil U. Batmaz, Michel de Mathelin, Birgitta Dresp-Langley

"Effects of different visual displays on the time and precision of bare-handed or tool-mediated eye-hand coordination were investigated in a pick-and-place-task with complete novices."

DOI: https://10.1371/journal.pone.0183789
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Interactive sensor-based balance training in older cancer patients with chemotherapy-induced peripheral neuropathy: a randomized controlled trial
Schwenk M., Grewal G.S., Holloway D., Muchna A., Garland L., Najafi B.

"This pilot study investigated the effect of an interactive motor adaptation balance training program based on wearable sensors for improving balance in older cancer patients with CIPN."

DOI: https://10.1159/000442253
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Reinforced Feedback in Virtual Environment for Plantar Flexor Poststroke Spasticity Reduction and Gait Function Improvement
Carlos Luque-Moreno, Fátima Cano-Bravo, Pawel Kiper, Ignacio Solís-Marcos, Jose A. Moral-Munoz, Michela Agostini, Ángel Oliva-Pascual-Vaca and Andrea Turolla

"Our aim was to determine if there was decreased spasticity in the ankle plantar flex (PF) muscles in the plegic lower extremity (LE) and improvement of gait function in stroke patients after traditional rehabilitation (TR) in combination with virtual reality with reinforced feedback, which is termed “reinforced feedback virtual environment” (RFVE)."

DOI: https://10.1155/2019/6295263
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Augmented feedback for powered wheelchair training in a virtual environment
Catherine Bigras, Dahlia Kairy & Philippe S. Archambault

"The purpose of this study was to investigate whether providing augmented feedback during powered wheelchair simulator training results in superior performance, and whether skills learned in a virtual environment transfer to real PW driving."

DOI: https://10.1186/s12984-019-0482-3
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Upper limb muscle activation during sports video gaming of persons with spinal cord injury
Jeffrey P Jaramillo, M Elise Johanson, B Jenny Kiratli

"Video gaming as a therapeutic tool has largely been studied within the stroke population with some benefits reported in upper limb motor performance, balance, coordination, and cardiovascular status. To date, muscle activation of upper limb muscles in persons with spinal cord injuries (SCI) has not been studied during video game play."

DOI: https://10.1080/10790268.2018.1452391
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An ecological measure to screen executive functioning in MS: the Picture Interpretation Test (PIT) 360°
Olivia Realdon, Silvia Serino, Federica Savazzi, Federica Rossetto, Pietro Cipresso, Thomas D. Parsons, Giacomo Cappellini, Fabrizia Mantovani, Laura Mendozzi, Raffaello Nemni, Giuseppe Riva & Francesca Baglio

"Executive functions are crucial for performance of everyday activities. In Multiple Sclerosis (MS), executive dysfunctions can be apparent from the early onset of the disease. Technology-based time-efficient and resource-saving tools for early evaluation of executive functions using an ecological approach are needed to assess functional performance in real-life."

DOI: https://10.1038/s41598-019-42201-1
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