Virtual Reality in Health and Rehabilitation

SECTION I. Introductory PerspectiveVirtual Reality for Health and RehabilitationSETTING THE SCENEWHAT IS VIRTUAL REALITY?THE ROLE OF VIRTUAL REALITY IN THE HEALTH AND REHABILITATION ENVIRONMENTVIRTUAL REALITY IN A POST COVID-19 WORLDSUMMARYREFERENCESSECTION II. Virtual Reality in Neurological RehabilitationOn the Possibility of Using Virtual Reality to Improve the Mobility of Peoplewith Parkinson’s DiseaseFREEZING OF GAIT (FOG)POSSIBLE TREATMENTSSensory StimulationTHE EFFECT OF VISUAL CUE ON PD LOCOMOTIONVirtual and Augmented RealityDISCUSSIONREFERENCESVirtual Reality for Stroke RehabilitationSTROKE REHABILITATIONPOTENTIAL ADVANTAGES OF VIRTUAL REALITY WHEN USED IN STROKE REHABILITATIONEVOLUTION OF VIRTUAL REALITY IN STROKE REHABILITATION OVER TIMEWHAT TYPES OF INTERVENTIONS HAVE BEEN CREATED AND TESTED?WHAT IS THE EVIDENCE? WHAT LEVEL AND FOR WHAT OUTCOME?WHEN AND HOW SHOULD VIRTUAL REALITY BE IMPLEMENTED AFTER STROKE?WHAT DO CLINICAL PRACTICE GUIDELINES RECOMMEND IN REGARDS TO VIRTUAL REALITY FOR STROKE REHABILITATION?ILLUSTRATION OF THE APPLICATION FROM THE USERS' PERSPECTIVEStroke SurvivorsHealth ProfessionalsDISCUSSIONREFERENCESVR-Based Assessment and Intervention of Cognitive Functioning after StrokeCOGNITIVE FUNCTION AFTER STROKEVR-BASED NEUROPSYCHOLOGICAL ASSESSMENTSTROKE REHABILITATIONVRCT REHABILITATION AFTER STROKEVRCT: A TESTIMONY FROM A THERAPISTFINAL REMARKSACKNOWLEDGMENTSREFERENCESVirtual Reality in Robotic NeurorehabilitationSTATE-OF-THE-ART VR TECHNOLOGYConventional VR Technology Employed in NeurorehabilitationLimitations of Conventional VR Technology in Robotic NeurorehabilitationNovel Immersive VR TechnologiesPotential Advantages of Immersive VR in Robotic NeurorehabilitationILLUSTRATION OF THE APPLICATION FROM THE USERS PERSPECTIVE: IMMERSIVE VR IN NEUROREHABILITATION SETTINGSImmersive VR for a More Direct Visuospatial TransformationFirst-Person Immersive Virtual Reality To Enhansce EmbodimentIndividualized Immersive VR to Enhance Motivation and EngagementEnhancing Skill Transfer Through Multisensory IntegrationDISCUSSION AND FUTURE TRENDS/DEVELOPMENTSREFERENCESVirtual Reality Interventions’ Effects on Functional Outcomes for Children with Neurodevelopmental DisordersVirtual Reality Interventions' Effects for Children with Cerebral PalsyVirtual Reality Interventions' Effects for Children with Developmental Coordination Disorder (DCD)Virtual Reality Interventions' Effects for Children with Autism Spectrum DisorderCONCLUSIONREFERENCESThe Use of Virtual Reality Environments in Cognitive Rehabilitation after Traumatic Brain InjuryVR GENERAL PRINCIPLES APPLIED TO CR AFTER TBIVR ASSESSMENT OF COGNITIVE PERFORMANCE ON ACTIVITIES OF DAILY LIVING FOR PEOPLE WITH TBIComparison Between Virtual and Real SettingsComparison Between People After TBI and Healthy Control SubjectsCOGNITIVE VIRTUAL REHABILITATION PROGRAMS FOR PEOPLE WITH TBICONCLUSION AND PERSPECTIVEREFERENCESEffect of Virtual Reality-Based Training of the Ankle, Hip and Stepping Strategies on Balance after StrokeTRAINING OF THE ANKLE AND HIP STRATEGIESTRAINING OF THE STEPPING STRATEGYNOTESREFERENCESEngaging Stroke Survivors with Virtual Neurorehabilitation TechnologyUPPER LIMB STROKE NEUROREHABILITATIONTHE POTENTIAL OF VIRTUAL REALITY TECHNIQUESEXAMPLE 1: AUGMENTED REFLECTION TECHNOLOGYEXAMPLE 2: NEUROREHABILITATION INVOLVING SPECIALISED PHYSICAL DEVICESEXAMPLE 3: VIRTUAL REALITY IN HOME-BASED MIRROR THERAPYCONCLUSIONS AND FUTURE WORKREFERENCESSECTION III. Virtual Reality for Health EducationSimulation-Based Training for Ultrasound PracticeCONCERNS WITH CLINICAL-BASED TRAININGSupervision ShortageClinical EnvironmentPatient SafetyULTRASOUND SKILLS ACQUISITION USING VR SIMULATIONCognitive Skills: Learning Efficiency and Knowledge RetentionPsychomotor Skills: Scanning CompetenceFUTURE DEVELOPMENTSCONCLUSIONREFERENCESHealth Profession Education and Training Using Virtual RealityAPPLICATIONS OF VR TO HEALTH PROFESSION EDUCATION AND TRAININGTechnical Skills Training'Open' VR'Closed' VRInterpersonal Skills TrainingClinical Skills TrainingSkills AssessmentDISCUSSION OF THE ROLE OF VR-BASED TRAININGFUTURE TRENDS AND DEVELOPMENTSREFERENCESSECTION IV. Gamification and Virtual Reality in Contemporary ContextsExergaming in Multiple Sclerosis – Bridging the Evidence-Practice GapA BRIEF HISTORY OF EXERGAMINGLIFEWORLD AND PERSON-CENTRED DESIGNTHE CONCEPT OF FLOWACTIVE GAMING AND REHABILITATIONACTIVE GAMING AND MULTIPLE SCLEROSIS (MS)CASE STUDY 1: AN EXAMPLE OF A LABORATORY-BASED AVG PROGRAMME, COMPARED TO TRADITIONAL BALANCE TRAINING IN PEOPLE WITH MSREHABILITATION IN THE HOMECASE STUDY 2: MII-VITALISE - AN EXAMPLE OF A HOME-BASED AVG INTERVENTION INCORPORATING BEHAVIOUR CHANGE TECHNIQUESILLUSTRATION OF THE APPLICATION FROM THE USERS' PERSPECTIVESPlow and Finlayson (2014)Forsberg, Nilsagârd, and Bostrom (2015)Palacios-Ceña et al. (2016)Thomas et al. (2017)OverallDISCUSSIONFUTURE TRENDS/DEVELOPMENTSREFERENCESParticipant Adherence to a Video Game-Based Tele-Rehabilitation Program: A Mixed-Methods Case SeriesINTRODUCTION TO STROKE REHABILITATIONACCESSIBILITY AND ADHERENCECASE STUDIES. TREATMENTSMEASUREMENTSCase 1: BJCase 2: WACase 3: SKCase 4: DMDISCUSSIONREFERENCESVirtual Reality Game-Based Exercises with Lead Motion Applied to Developmental DisordersLEAP MOTION CONTROLLERTHE USE OF LEAP MOTION IN DEVELOPMENTAL DISORDERSAttention Deficit Hyperactivity Disorder (ADHD)Autism Spectrum Disorder (ASD)Down's SyndromeCerebral Palsy (CP)PPGDD PROPOSALS FOR THE USE OF LEAP MOTION FOR MOTOR REHABILITATIONFINAL CONSIDERATIONSACKNOWLEDGMENTSREFERENCESSECTION V. Emerging Perspectives and Applications of Virtual Reality in PracticeApplications of Virtual Reality in Aphasia Therapy: Findings from Research with EVA ParkEVA PARKRESEARCH WITH EVA PARKDISCUSSIONACKNOWLEDGEMENTSREFERENCESVirtual Reality in Orthopedic RehabilitationGENERALIZED MUSCULOSKELETAL CONDITIONSREGION-SPECIFIC MUSCULOSKELETAL CONDITIONSSpineLower ExtremityVR For Hip RehabilitationVR FOR KNEE REHABILITATIONRehabilitation after TKRTKR TelerehabilitationVR Rehabilitation For OAVR Rehabilitation after ACL RepairVR FOR ANKLE REHABILITATIONVR for Traumatic Fracture RehabilitationUPPER EXTREMITYILLUSTRATION OF THE APPLICATION FROM THE USERS PERSPECTIVEDISCUSSION AND FUTURE TRENDS/DEVELOPMENTSACKNOWLEDGMENTREFERENCESEmerging Perspectives of Virtual Reality TechniquesVIRTUAL REALITY SYSTEMS AND REHABILITATIONFOUNDATIONS FOR TASK-ORIENTED REHABILITATION: NEUROPLASTICITYOVERVIEW OF VIRTUAL REALITY APPLICATIONS FOR NEUROLOGICAL REHABILITATIONStrokeParkinson's DiseaseMultiple SclerosisSpinal Cord InjuryTraumatic Brain InjuryCerebral PalsyVIRTUAL REALITY AND PAIN MANAGEMENTVIRTUAL REALITY AND ORTHOPEDIC REHABILITATIONROBOTIC ASSISTED-VIRTUAL REALITY AND ORTHOPEDIC REHABILITATIONCASE REPORT DESCRIBING THE APPLICATION OF A VIRTUAL REALITY-ENHANCED ROBOTIC DEVICE IN ORTHOPEDIC REHABILITATIONCONCLUSIONSREFERENCESNon-Immersive Virtual Reality as a Tool for Treating Children with Cerebral PalsyRECOMMENDATIONS FOR USING VIRTUAL REALITY WITH CHILDREN WITH CEREBRAL PALSYPopulationIndications and Benefits of Using VR Based on ICF ComponentsProgram CharacteristicsClinical RecommendationsCONCLUSIONSREFERENCESVirtual Reality Applications in the Context of Low Vision RehabilitationLOW VISION: DEFINITION AND THE ROLE OF REHABILITATIONTERMINOLOGY RELATED TO SIMULATOR OR VIRTUAL REALITY DISPLAYSAPPLICATIONS OF VIRTUAL REALITY IN THE CONTEXT OF LOW VISIONHead-mounted Displays Used as a Visual ProstheticsVisual ParametersEffects on Functional VisionFacilitators and BarriersA Tool for Evaluating and Training Individuals with Low VisionOrientation and Mobility and Other Functional Vision CompetenciesVisual Impairment Simulation for Educational PurposesFUTURE PRIORITIES AND POSSIBILITIESPerspectives Related to TechnologiesBinocular VisionOptimization of the Virtual Reality Experience Using Eye Tracking and Gaze ControlReducing Experience of Cybersickness and Other Associated SymptomsOrienting Toward Mainstream and Personalized DevicesPerspectives Related to RehabilitationDevelopment of Efficient Training ProgramsPredictors Associated with Head-Mounted Display UseExploring Lived Experience of Virtual Reality in Persons with Low VisionREFERENCESResponse of Women with Mobility Impairments to a Group Weight Management Intervention in the Virtual World of SecondLifeSECONDLIFEREAL-LIFE BENEFITS FROM ACTIVITIES IN SLMETHODSRESULTSThemesTheme 1. It Is Difficult to Balance Replicating Disability and Accessibility from Real Life and Allowing Fantasy in the Gowoman EnvironmentTheme 2. SL Poses New Kinds of Challenges to MovementTheme 3. Disability Affects Group Dynamics in SL as it Does in Real LifeTheme 4. Exercise in SL has Effects in Real LifeTheme 5. Privacy and Anonymity in SL Facilitate Open CommunicationTheme 6. Balance of Pros and Cons of a Virtual InterventionDISCUSSIONIMPLICATIONS FOR FUTURE RESEARCHCONCLUSIONACKNOWLEDGEMENTSDISCLOSURE STATEMENTFUNDINGREFERENCES
Next >