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.

Watch what I do, not what I say I do: Computer-based avatars to assess behavioral inhibition, a vulnerability factor for anxiety disorders
Myers C, Kostek, Ekeh, Sanchez, Ebanks-Williams, Krusznis, Weinflash, Servatius

"Behavioral inhibition (BI), a tendency to withdraw from or avoid novel social and non-social situations, is a personality trait which can confer risk for anxiety disorders. However, questionnaires have inherent limitations, particularly in psychiatric populations where there may be unawareness of deficit. A viable alternative may be virtual environments, in which the participant guides an on-screen “avatar” through a series of onscreen events meant to simulate real-world situations.."

DOI: https://10.1016/j.chb.2015.07.067
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Virtual Sensorimotor Balance Training for Children With Fetal Alcohol Spectrum Disorders: Feasibility Study
Sarah Westcott McCoy, Tracy Jirikowic, Robert Price, Marcia A. Ciol, Lin-Ya Hsu, Brian Dellon, Deborah Kartin

"Diminished sensory adaptation has been associated with poor balance control for children with fetal alcohol spectrum disorders (FASD). A virtual reality system, Sensorimotor Training to Affect Balance, Engagement and Learning (STABEL), was developed to train sensory control for balance."

DOI: https://10.2522/ptj.20150124
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Gait Pattern and Motor Performance During Discrete Gait Perturbation in Children With Autism Spectrum Disorders
Emilia Biffi, Cristina Costantini, Silvia Busti Ceccarelli, Ambra Cesareo, Gian Marco Marzocchi, Maria Nobile, Massimo Molteni and Alessandro Crippa

"Quantitative evaluation of gait has been considered a useful tool with which to identify subtle signs of motor system peculiarities in autism spectrum disorder (ASD). However, there is a paucity of studies reporting gait data in ASD as well as investigating learning processes of locomotor activity. Novel advanced technologies that couple treadmills with virtual reality environments and motion capture systems allows the evaluation of gait patterns on multiple steps and the effects of induced gait perturbations, as well as the ability to manipulate visual and proprioceptive feedbacks."

DOI: https://10.3389/fpsyg.2018.02530
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An Altered Spatiotemporal Gait Adjustment during a Virtual Obstacle Crossing Task in Patients with Diabetic Peripheral Neuropathy
Chun-Kai Huang, Vijay Shivaswamy, Pariwat Thaisetthawatkul, Lynn Mack, Nicholas Stergiou, Ka-Chun Siu

"This study investigates spatiotemporal gait adjustments that occur while stepping over virtual obstacles during treadmill walking in people with/without diabetic peripheral neuropathy (DPN)."

DOI: https://doi.org/10.1016/j.jdiacomp.2018.10.005
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Sensorimotor conflict tests in an immersive virtual environment reveal subclinical impairments in mild traumatic brain injury
Hrishikesh M. Rao, Tanya Talkar, Gregory Ciccarelli, Michael Nolan, Anne O’Brien, Gloria Vergara-Diaz, Delsey Sherrill, Ross Zafonte, Jeffrey S. Palmer, Thomas F. Quatieri, Ryan J. McKindles, Paolo Bonato & Adam C. Lammert

"Our central hypothesis was that provocative sensorimotor perturbations, delivered in a highly instrumented, immersive virtual environment, would challenge sensory subsystems recruited for balance through conflicting multi-sensory evidence, and therefore reveal that not all subsystems are performing optimally."

DOI: https://doi.org/10.1038/s41598-020-71611-9
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Serious games may improve physician heuristics in trauma triage
Deepika Mohan, Baruch Fischhoff, Derek C. Angus, Matthew R. Rosengart, David J. Wallace, Donald M. Yealy, Coreen Farris, Chung-Chou H. Chang, Samantha Kerti, and Amber E. Barnato

"Trauma triage depends on fallible human judgment. We created two “serious” video game training interventions to improve that judgment. The interventions’ central theoretical construct was the representativeness heuristic, which, in trauma triage, would mean judging the severity of an injury by how well it captures (or “represents”) the key features of archetypes of cases requiring transfer to a trauma center."

DOI: https://doi.org/10.1073/pnas.1805450115
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Effect of Exergame Training and Detraining on Lower-Body Strength, Agility, and Cardiorespiratory Fitness in Women with Fibromyalgia: Single-Blinded Randomized Controlled Trial
Santos Villafaina

"The aim of this study was to analyze the effects of a 24 week exergame intervention and 24 weeks of detraining on lower-limb strength, agility, and cardiorespiratory fitness in women with fibromyalgia (FM). It was performed as a single-blinded randomized controlled trial of 55 women with FM."

DOI: https://doi.org/10.3390/ijerph17010161
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Interactive sensor-based balance training in older cancer patients with chemotherapy-induced peripheral neuropathy: a randomized controlled trial
Michael Schwenk

"This proof-of-concept study demonstrates that older cancer patients with CIPN can significantly improve their postural balance with specifically tailored, sensor-based exercise training. The training approach has potential as a therapy for improving CIPN-related postural control deficits. However, future studies comparing the proposed technology-based training with traditional balance training are required to evaluate the benefit of the interactive joint movement feedback."

DOI: https://doi.org/110.1159/000442253
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Reinforced Feedback in Virtual Environment for Plantar Flexor Poststroke Spasticity Reduction and Gait Function Improvement
Carlos Luque-Moreno

"Ankle spasticity is a frequent phenomenon that limits functionality in poststroke patients. Objectives. 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://doi.org/10.1038/s41746-020-0286-7
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Using Virtual Technology to Promote Functional Communication in Aphasia: Preliminary Evidence From Interactive Dialogues With Human and Virtual Clinicians
Michelene Kalinyak-Fliszar, Nadine Martin, Emily Keshner, Alex Rudnicky, Justin Shi and Gregory Teodoro

"We investigated the feasibility of using a virtual clinician (VC) to promote functional communication abilities of persons with aphasia (PWAs). We aimed to determine whether the quantity and quality of verbal output in dialogues with a VC would be the same or greater than those with a human clinician (HC)."

DOI: https://doi.org/10.1044/2015_AJSLP-14-0160
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A data-driven framework for selecting and validating digital health metrics: use-case in neurological sensorimotor impairments
Christoph M. Kanzler, Mike D. Rinderknecht, Anne Schwarz, Ilse Lamers, Cynthia Gagnon, Jeremia P. O. Held, Peter Feys, Andreas R. Luft, Roger Gassert & Olivier Lambercy

"Digital health metrics promise to advance the understanding of impaired body functions, for example in neurological disorders. However, their clinical integration is challenged by an insufficient validation of the many existing and often abstract metrics. Here, we propose a data-driven framework to select and validate a clinically relevant core set of digital health metrics extracted from a technology-aided assessment."

DOI: https://doi.org/10.1038/s41746-020-0286-7
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The effectiveness of virtual reality training in reducing the risk of falls among elderly people
Magdalena Sylwia Kamińska, Agnieszka Miller, Iwona Rotter, Aleksandra Szylińska, Elżbieta Grochans

"Virtual reality (VR) training using modern game consoles is an innovative rehabilitation method for fall-prone elderly people. The aim of this study was to assess the effectiveness of VR training using the “Xbox 360 Kinect” in people over 60 years of age."

DOI: https://doi.org/10.2147/CIA.S183502
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Effects of visual feedback balance training with the Pro-kin system on walking and self-care abilities in stroke patients
Min Zhang, Hong You, Hongxia Zhang, Weijing Zhao, Tingting Han, Jia Liu, Shangrong Jiang, and Xianhui Feng

"Some scholars’ studies have demonstrated that Pro-kin balance system training is able to promote the recovery of the balance function in stroke patients. The present study has expanded on those studies, and was not merely limited to studying balance, but also encompassed walking and self-care abilities of the patients; furthermore, the association among balance and walking and self-care abilities was also explored."

DOI: https://doi.org/10.1186/s12984-017-0264-8
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Locomotor circumvention strategies are altered by stroke: I. Obstacle clearance
Anuja Darekar, Anouk Lamontagne & Joyce Fung

"The objective of this study was to contrast obstacle circumvention strategies between post-stroke (n = 12) and healthy individuals (n = 12) performing locomotor and perceptuomotor (joystick navigation) tasks with different obstacle approaches."

DOI: https://doi.org/10.1186/s12984-017-0264-8
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Beneficial Effects of Interactive Physical-Cognitive Game-Based Training on Fall Risk and Cognitive Performance of Older Adults
Kochaphan Phirom, Teerawat Kamnardsiri and Somporn Sungkarat

"This study investigated the effects of interactive physical-cognitive game-based training on the fall risk and cognitive performance of older adults."

DOI: https://doi.org/10.3390/ijerph17176079
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Visual dependence modifies postural sway responses to continuous visual field motion in individuals with Cerebral Palsy
Yawen Yu, Richard T. Lauer, Carole A. Tucker, Elizabeth D. Thompson & Emily A. Keshner

"The current study aimed to explore the impact of visual dependence on sensorimotor coupling of postural sway and visual motion in adults and teens with spastic cerebral palsy (CP)."

DOI: https://doi.org/10.1080/17518423.2018.1424265
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Characteristics, Usability, and Users Experience of a System Combining Cognitive and Physical Therapy in a Virtual Environment: Positive Bike
Elisa Pedroli, Luca Greci, Desirèe Colombo, Silvia Serino, Pietro Cipresso, Sara Arlati, Marta Mondellini, Lorenzo Boilini, Valentina Giussani, Karine Goulene, Monica Agostoni, Marco Sacco, Marco Stramba-Badiale, Giuseppe Riva and Andrea Gaggioli

"We present the architecture and usability evaluation of virtual reality system—“Positive Bike”—designed for improving cognitive and motor conditions in frail elderly patients."

DOI: https://doi.org/10.3390/s18072343
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Virtual environments as memory training devices in navigational tasks for older adults
Ismini E. Lokka, Arzu Çöltekin, Jan Wiener, Sara I. Fabrikant & Christina Röcke

"Cognitive training approaches using virtual environments (VEs) might counter age-related visuospatial memory decline and associated difficulties in wayfinding. However, the effects of the visual design of a VE in route learning are not fully understood. Therefore, we created a custom-designed VE optimized for route learning, with adjusted levels of realism and highlighted landmark locations (MixedVE)."

DOI: https://doi.org/10.1038/s41598-018-29029-x
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