Perception and control of a virtual body in immersive virtual reality for rehabilitation DOI
Tony Donegan, María V. Sánchez-Vives

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

Efficacy of virtual reality balance training on rehabilitation outcomes following anterior cruciate ligament reconstruction: A systematic review and meta-analysis DOI Creative Commons

Chao Du,

Ning Yan Gu,

Tianci Guo

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

Citations

1

Experiential virtual reality or informational video advertising? Assessing promotional effect on sport interest DOI
Dong Hong Zhu

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

Citations

0

Exploring the Impact of Passthrough on VR Exergaming in Public Environments: A Field Study DOI
Zixuan Guo, Hanxiao Deng, Hongyu Wang

et al.

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

Citations

2

VisCourt: In-Situ Guidance for Interactive Tactic Training in Mixed Reality DOI
Liqi Cheng, Hanze Jia, Lingyun Yu

et al.

Published: Oct. 11, 2024

Language: Английский

Citations

1

Perception and control of a virtual body in immersive virtual reality for rehabilitation DOI
Tony Donegan, María V. Sánchez-Vives

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

Citations

0