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.

ICT-based system to predict and prevent falls (iStoppFalls): results from an international multicenter randomized controlled trial
Yves J. Gschwind, Sabine Eichberg, Andreas Ejupi, Helios de Rosario, Michael Kroll, Hannah R. Marston, Mario Drobics, Janneke Annegarn, Rainer Wieching, Stephen R. Lord, Konstantin Aal, Daryoush Vaziri, Ashley Woodbury, Dennis Fink and Kim Delbaere

"The iStoppFalls project developed an Information and Communication Technology-based system to deliver an unsupervised exercise program in older people’s homes."

DOI: https://doi.org/10.1186/s11556-015-0155-6
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The Enhanced Interactive Physical and Cognitive Exercise System (iPACESTM v2.0): Pilot Clinical Trial of an In-Home iPad-Based Neuro-Exergame for Mild Cognitive Impairment (MCI)
Kathryn Wall, Jessica Stark, Alexa Schillaci, Emilie T. Saulnier, Elizabeth McLaren, Kristina Striegnitz, Brian D. Cohen, Paul J. Arciero, Arthur F. Kramer and Cay Anderson-Hanley

"This quasi-experimental, within-subjects pilot clinical trial was designed to replicate and extend the study of cognitive benefits for MCI by improving upon our prior interactive Physical and Cognitive Exercise Study (iPACESTM v1.0) by increasing the usability of the neuro-exergame and exploring possible underlying neurobiological mechanisms."

DOI: https://doi.org/10.3390/jcm7090249
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Acceptability and outcomes of an individualized exergaming telePT program for veterans with multiple sclerosis: a pilot study
Shane Chanpimol, Kimberly Benson, Heidi Maloni, Susan Conroy and Mitchell Wallin

"The overarching purpose of this pilot study was to evaluate the acceptability and effects of an individualized telePT intervention using exergaming."

DOI: https://doi.org/10.1186/s40945-020-00089-5
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Exergaming With Integrated Head Turn Tasks Improves Compensatory Saccade Pattern in Some Patients With Chronic Peripheral Unilateral Vestibular Hypofunction
Jaap Swanenburg, Fabienne Büchi, Dominik Straumann, Konrad P. Weber and Eling D. de Bruin

"This study aimed to determine whether vestibular rehabilitation using active video games (Exergames), including promoted head turns and unsupported locomotion, may facilitate vestibular compensation and gait in subjects with one-sided chronic peripheral vestibular hypofunction (cPVH)."

DOI: https://doi.org/10.3389/fneur.2020.00601
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Digital Technologies in the Treatment of Anxiety: Recent Innovations and Future Directions
Joseph Firth, John Torous, Rebekah Carney, Jill Newby, Theodore D. Cosco, Helen Christensen & Jerome Sarris

"This review aims to provide a comprehensive overview of the efficacy, limitations, and future of e-health treatments for anxiety."

DOI: https://doi.org/10.1007/s11920-018-0910-2
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Eyeblink Classical Conditioning and Post-Traumatic Stress Disorder - A Model Systems Approach
Bernard G. Schreurs and Lauren B. Burhans

Review of a preclinical eyeblink classical conditioning model of PTSD in which conditioning and hyperarousal can both be extinguished.

DOI: https://doi.org/10.3389/fpsyt.2015.00050
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The Role of Sense of Voice Presence and Anxiety Reduction in AVATAR Therapy
Mar Rus-Calafell, Thomas Ward, Xiao Chi Zhang, Clementine J. Edwards, Philippa Garety and Tom Craig

"The present study explores, for the first time, the contribution of sense of voice presence, together with session-by-session reduction of anxiety and paranoid attributions about the avatar, to changes in primary outcomes following AVATAR therapy."

DOI: https://doi.org/10.3390/jcm9092748
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Online compensation detecting for real-time reduction of compensatory motions during reaching: a pilot study with stroke survivors
Siqi Cai , Xuyang Wei , Enze Su , Weifeng Wu , Haiqing Zheng and Longhan Xie

Objectives of this study were to verify the feasibility of detecting compensation online using machine learning methods and pressure distribution data, to investigate whether compensations of stroke survivors can be reduced by audiovisual or force feedback and to compare the effectiveness of audiovisual and force feedback in reducing compensation.

DOI: https://doi.org/10.1186/s12984-020-00687-1
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Video-game-assisted physiotherapeutic scoliosis-specific exercises for idiopathic scoliosis: case series and introduction of a new tool to increase motivation and precision of exercise performance
Christine Wibmer , Petra Groebl , Alexander Nischelwitzer , Beate Salchinger , Matthias Sperl , Helmut Wegmann , Hans-Peter Holzer and Vinay Saraph

Physiogame, a newly developed video game using the Game-Trak 3D interactive game controller, combines correct PSSE performance with gaming.

DOI: https://doi.org/10.1186/s13013-016-0104-9
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Comparison of virtual reality rehabilitation and conventional rehabilitation in Parkinson’s disease: a randomised controlled trial
C. Pazzaglia, I. Imbimbo, E. Tranchita, C. Minganti, D. Ricciardi, R. Lo Monaco, A. Parisi, L. Padua

To compare a 6-week virtual reality (VR) rehabilitation programme with a conventional rehabilitation programme in patients with Parkinson’s disease.

DOI: https://doi.org/10.1016/j.physio.2019.12.007
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Home-based Upper Extremity Stroke Therapy Using a Multiuser Virtual Reality Environment: A Randomized Trial
Thielbar KO, Triandafilou KM, Barry AJ, Yuan N, Nishimoto A, Johnson J, Stoykov ME, Tsoupikova D, Kamper DG.

To compare participation and subjective experience of participants in both home-based multiuser virtual reality (VR) therapy and home-based single-user (SU) VR therapy.

DOI: https://doi.org/10.1016/j.apmr.2019.10.182
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