Efficacy of virtual reality balance training on rehabilitation outcomes following anterior cruciate ligament reconstruction: A systematic review and meta-analysis
Chao Du,
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Ning Yan Gu,
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Tianci Guo
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et al.
PLoS ONE,
Journal Year:
2025,
Volume and Issue:
20(1), P. e0316400 - e0316400
Published: Jan. 14, 2025
Objective
The
objective
of
this
systematic
review
and
meta-analysis
is
to
clarify
the
rehabilitation
efficacy
virtual
reality
(VR)
balance
training
after
anterior
cruciate
ligament
reconstruction
(ACLR).
Methods
This
was
registered
in
PROSPERO
with
registration
number
CRD42024520383.
electronic
databases
PubMed,
Web
Science,
Cochrane
Library,
MEDLINE,
Embase,
China
National
Knowledge
Infrastructure,
Chinese
Biomedical
Literature,
Science
Technology
Journal
Database,
Wanfang
Digital
Periodical
database
were
systematically
searched
identify
eligible
studies
from
their
inception
up
January
2024.
investigated
outcomes
included
International
Knee
Documentation
Committee
(IKDC)
score,
visual
analogue
scale
(VAS),
Holden
grading,
Extensor
peak
torque
(EPT),
Flexor
(FPT),
knee
reaction
time,
reproduction
angle
difference.
pooled
mean
difference
(MD)
95%
confidence
intervals
(CIs)
calculated
using
random-effects
model.
Results
Six
RCTs
a
total
464
patients
unilateral
ACLR
for
8–12
weeks
VR
intervention.
Analysis
results
showed
that
compared
conventional
control
group,
group
significantly
improved
score
(MD
=
3.88,
95%CI:
0.95~6.81),
grading
0.42,
0.33~0.51),
(EPT)
12.03,
3.28~20.78)and
(FPT)
14.57,
9.52~19.63)
postoperative
patients,
reduced
time
-0.30,
-0.35~-0.25),
at
30°
-0.88,
-1.16~-0.61),
60°
-0.80,
-1.09~-0.50),
VAS
-0.52,
-0.65~-0.39).
Conclusion
Since
many
are
based
on
low—or
very—low—quality
evidence,
although
show
certain
trend,
conclusion
has
great
uncertainty.
In
following
lower—limb
training,
application
might
be
advantageous
recovery
patients’
joint
function,
muscle
strength,
proprioception,
pain
management.
level
immersion
may
influence
outcome.
Because
limitations
data
quality
heterogeneity
as
well
small
sample
size,
strength
conclusions
weakened.
These
findings
should
verified
further
large-scale
prospective
studies.
Language: Английский
Experiential virtual reality or informational video advertising? Assessing promotional effect on sport interest
International Journal of Sports Marketing and Sponsorship,
Journal Year:
2025,
Volume and Issue:
unknown
Published: Jan. 30, 2025
Purpose
Promoting
people’s
interest
in
sports
is
not
only
important
to
enterprises
improve
financial
performance
but
also
the
healthy
development
of
whole
society.
As
virtual
reality
(VR)
devices
become
more
accessible
and
consumers’
demand
for
immersive
experiences
increases,
VR
advertising
gradually
attracting
attention
advertisers.
However,
there
limited
research
on
what
situations
are
suitable
compared
traditional
forms
promoting
sport
interest.
This
study
aims
compare
influence
experiential
informational
video
Design/methodology/approach
programs
advertised
novices
experienced
people,
this
investigates
interaction
effect
type
(experiential
vs
video)
previous
experience
(high
low)
We
recruited
216
participants.
They
were
randomly
assigned
one
two
conditions:
an
advertisement
table
tennis
played
by
using
a
headset
watched
PC.
Findings
The
results
show
that
generates
higher
than
those
with
low
vividness
presence
play
sequential
mediating
role.
For
high
experience,
was
no
significant
difference
between
forms.
Originality/value
findings
extend
different
types
complement
new
moderator
providing
perspective
insight
into
differences
advertising.
Language: Английский
Exploring the Impact of Passthrough on VR Exergaming in Public Environments: A Field Study
Published: Oct. 21, 2024
Figure
1:
(a)
A
user
is
playing
VR
exergames
in
a
public
environment
while
other
passersby
are
walking
by.(b)
Virtual
view,
displaying
the
complete
virtual
environment.(c)
Passthrough
enabling
environmental
awareness
during
gameplay.
Language: Английский
VisCourt: In-Situ Guidance for Interactive Tactic Training in Mixed Reality
Published: Oct. 11, 2024
Language: Английский
Perception and control of a virtual body in immersive virtual reality for rehabilitation
Current Opinion in Neurology,
Journal Year:
2024,
Volume and Issue:
unknown
Published: Sept. 10, 2024
Purpose
of
review
This
explores
recent
advances
in
using
immersive
virtual
reality
to
improve
bodily
perception
and
motor
control
rehabilitation
across
musculoskeletal
neurological
conditions,
examining
how
reality's
unique
capabilities
can
address
the
challenges
traditional
approaches.
The
potential
this
area
emerging
metaverse
integration
artificial
intelligence
are
discussed.
Recent
findings
In
rehabilitation,
shows
promise
enhancing
motivation,
adherence,
improving
range
motion,
reducing
kinesiophobia,
particularly
postsurgery.
For
conditions
like
stroke
spinal
cord
injury,
ability
manipulate
perceptions
offers
significant
therapeutic
potential,
with
reported
improvements
upper
limb
function
gait
performance.
Balance
especially
older
adults,
have
also
seen
positive
outcomes.
brain-computer
interfaces
presents
exciting
possibilities
for
severe
speech
impairments.
Summary
Current
research
is
limited
by
small
sample
sizes,
short
intervention
durations,
variability
systems.
Future
studies
should
focus
on
larger,
long-term
trials
confirm
explore
underlying
mechanisms.
As
technology
advances,
its
into
programs
could
revolutionize
treatment
approaches,
personalizing
treatments,
facilitating
home
training,
potentially
patient
outcomes
a
wide
variety
conditions.
Language: Английский