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 for the Management of Chronic Pain – The VIPA Study
Jordan Tsigarides, Vanessa Grove, Jacqueline Chipping, Susan Miles, Nicholas Shenker, Saber Sami, Alexander Macgregor

"Chronic pain is debilitating, prevalent and one of the most prominent causes of disability worldwide. Current non-pharmacological treatments for pain conditions such as Fibromyalgia Syndrome (FMS) are labour intensive to implement and not widely available, especially during the pandemic."

Read abstract
VEE+T: Virtual Environment Eyes for Training
F. Cappilli, A.Venanzi

"The Digitalization is leading AECM (Architecture Engineering Construction and Manufacturing) sectors to interact more and more with tools that allow it to autonomously optimize the iterations and design choices: this is perfectly represented also in Training and Simulations sector."

Read abstract
Motivation for Rehabilitation: User experience of virtual reality innovations for therapy for young people with brain injury
Dido Green, Shana Boltin, Alex Hutchon, Francesca Gowing, Betty Hutchon, Cherry Kilbride, Valentin Beauchamp, Laurent Grisoni

"Intervention programmes for children and young people (CYP) with motor disorders often require extensive repetition of exercises which some CYP find tedious or difficult to adhere to. This study investigated how provision of virtual interfacing access to commercially produced Virtual Reality (VR) games via affordable technologies can provide a motivating enviroment for the practice of therapeutic activities."

Read abstract
Rehabilitation via home based gaming exercise for the upper-limb post stroke (RHOMBUS): results of an intervention feasibility trial
Cherry Kilbride, Alex Nowicky, Alyson Warland, Thomas Butcher, Meriel Norris, Guillem Buxarrais Singla, Daniel Scott, Karen Baker, Dimitris Athanasiou, Nana Anoyke, Jennifer Ryan, Elizabeth Cassidy

"Effective interventions to promote upper-limb recovery post-stroke are characterised by intensive and repetitive movements. It is reported that stroke survivors move their arm an average of 32 times per therapy session; this is insufficient to drive neuroplastic change."

Read abstract
Rehabilitation via home based gaming exercise for the upper-limb post stroke (RHOMBUS): qualitative findings of an intervention feasibility trial
Cherry Kilbride, Alex Nowicky, Alyson Warland, Thomas Butcher, Meriel Norris, Guillem Buxarrais Singla, Daniel Scott, Karen Baker, Dimitris Athanasiou, Nana Anoyke, Jennifer Ryan, Elizabeth Cassidy

"Poor arm recovery post-stroke can lead to increased dependence, reduced quality of life, and is a strong predictor of lower psychological wellbeing following stroke. Effective treatment interventions are characterised by repetitive practice. "

Read abstract
OneHAND project, VR hand prosthesis training
Eric Jutten, Beth Sheehan, Ole Olsen

"People worldwide are currently in need of prostheses solutions to replace upper limbs due to genetic
malformation, war related trauma or occupational accidents. For upper limb amputees, a prosthetic hand is
one option for a , productive, independent life and enables participation in education, the labour market
and social life. "

Read abstract
Project idea: VRforLOWBACKPAIN
L.Beijer, Maikel Trommelen, Bart Kral, Niki Stolwijk, Wienand Remkes, Vincent Bastiaans, Marjo Maas, Sebastiaan van Pinxteren, Eric Jutten, Marijn Huijbregts

"Globally, low back pain (LBP) is a common symptom across all age groups. Years lived with disability
caused by LBP increased by 54% between 1990 and 2015, due to a growing and ageing population1,2
Annually, 2000 patients with LBP are referred to the Sint Maartenskliniek near Nijmegen, a hospital
specialized in care for posture and movement."

Read abstract
Effect of virtual reality gait training on participation in survivors of subacute stroke: a randomized controlled trial
IJM de Rooij1, IGL van de Port, M Punt, PJM Abbink-van Moorsel, M Kortsmit, RPA van Eijk, JMA Visser-Meily, JWG Meijer

"After stroke, people often experience difficulties with walking leading to restrictions in participation in daily life. The aim of this study was to examine the effect of virtual reality gait training (VRT) compared to non-virtual reality gait training (non-VRT) on participation in community-living people after stroke."

Read abstract
Virtual Reality Rehabilitation in long COVID patients; a pilot effectiveness study
R.J. Achttien PT, PhD1, M.L.M. Smits MSc2, J.B. Staal PT, PhD1,3, T. Groenveld, H. van Goor, MD, PhD, FRCS2 and the VREHAB group

"Post-COVID-19 patients, including those not admitted to hospital, are expected to have high needs for physical, psychological, and cognitive rehabilitation (long COVID) [1]. Resources needed to provide rehabilitation treatment are expected to be inadequate [2].."

Read abstract
PijnVRij: A qualitative study into the lived experiences of patients with non-specific chronic low-back pain using Virtual Reality
Merlijn Smits, Harry van Goor

"21,2% of the Dutch population is suffering from chronic low-back pain. Chronic pain often negatively affects quality of life, mobility, and activities of daily living of these patients. Current chronic pain treatment, mostly via NSAIDs, is often inadequate [1]."

Read abstract
The Impact of Virtual Reality on Body Sway and Balance
G. Hakvoort1 , L. Bulle1 , M. Nijenhuis1 , D. Wentink , J. Kosse , S. Brink , E. Nibbering , C. Kniknie , M. Hettinga

"The introduction of consumer-grade virtual reality (VR) headsets has led to new and engaging methods
for physical rehabilitation. Not only does VR provide the means to bring everyday situations into the
rehabilitation therapy, and thereby help their transition into rehabilitation throughout everyday life
after therapy, it also allows patients to practise independent from time and place."

Read abstract
Child- and task-specific influences on motor learning and transfer in a motorically-equivalent immersive, non-immersive and physical environment
Minxin Cheng, Danielle Levac

"Virtual reality (VR) is a popular pediatric rehabilitation intervention. However, much remains to be
understood about the impact of child-specific (e.g., motivation, engagement, and cognitive
workload) and task-specific (e.g. immersive vs non-immersive viewing medium) influences on motor
learning and transfer in VR."

Read abstract
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. "

Read abstract
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]. "

Read abstract
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. "

Read abstract
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"

Read abstract
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."

Read abstract
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
Read full article