Fusing exocentric and egocentric real-time reconstructions for embodied immersive experiences DOI
Stuart Duncan, Holger Regenbrecht, Tobias Langlotz

и другие.

Опубликована: Ноя. 29, 2023

Experiencing one's own body in virtual and mixed reality can enhance applications such as 3D teleconferencing, physical psychological rehabilitation, natural user interfaces. Embodied experiences require a dynamic to represent the user. Typical bodies consist of rigged mesh models which are animated using expensive cumbersome motion capture systems, or heavy reliance on human movement. Models appearance movement notoriously susceptible undesirable "uncanny" appearances, often unconvincing result. An alternative is reconstruct real time without relying system visual models. With this approach its inherently by virtue being directly captured, embodied possible even at low levels detail. However, necessarily sparse arrangement reconstruction cameras produces incomplete bodies. This partly due disparity between egocentric (first-person) view typically exocentric (third-person) perspectives cameras. In paper we present method for reconstructing more complete with minimal number combining head-worn depth-sensing cameras, focus first-person body. We describe our producing body, including camera registration methods key technical performance metrics. also provide insights from study 26 participants indicating that has potential increase sense embodiment perception completeness

Язык: Английский

Immersive VR for upper-extremity rehabilitation in patients with neurological disorders: a scoping review DOI Creative Commons
Matteo Ceradini, Elena Losanno, Silvestro Micera

и другие.

Journal of NeuroEngineering and Rehabilitation, Год журнала: 2024, Номер 21(1)

Опубликована: Май 11, 2024

Abstract Background Neurological disorders, such as stroke and chronic pain syndromes, profoundly impact independence quality of life, especially when affecting upper extremity (UE) function. While conventional physical therapy has shown effectiveness in providing some neural recovery affected individuals, there remains a need for improved interventions. Virtual reality (VR) emerged promising technology-based approach neurorehabilitation to make the patient’s experience more enjoyable. Among VR-based rehabilitation paradigms, those based on fully immersive systems with headsets have gained significant attention due their potential enhance engagement. Methods This scoping review aims investigate current state research use VR UE individuals neurological diseases, highlighting benefits limitations. We identified thirteen relevant studies through comprehensive searches Scopus, PubMed, IEEE Xplore databases. Eligible incorporated patients disorders evaluated participants’ motor functions before after intervention using clinical assessments. Results Most included reported improvements participants outcomes, suggesting that represents valuable tool disorders. In addition, interventions hold personalized intensive training within telerehabilitation framework. However, further better design are needed true comparison traditional therapy. Also, side effects associated head-mounted displays, dizziness nausea, warrant careful consideration development implementation programs. Conclusion provides insights into application rehabilitation, offering foundation future practice. By leveraging VR’s potential, researchers specialists can tailored patient-centric strategies, ultimately improving functional outcome enhancing life diseases.

Язык: Английский

Процитировано

13

Design and usability evaluation of an immersive virtual reality mirrored hand system for upper limb stroke rehabilitation DOI Creative Commons
Yu‐Wei Hsieh,

Tsu‐Hsin Howe,

Meng-Ta Lee

и другие.

Scientific Reports, Год журнала: 2025, Номер 15(1)

Опубликована: Фев. 17, 2025

Язык: Английский

Процитировано

2

Visuo-tactile stimulated virtual mirror therapy (ViTaS-VMT) system for enhancing motor-related brain activities: Application on two amputees DOI
Minsu Song,

In-Hyeog Jee,

Seung‐Ho Kim

и другие.

Journal of Applied Biomedicine, Год журнала: 2025, Номер 45(2), С. 212 - 228

Опубликована: Апрель 1, 2025

Язык: Английский

Процитировано

1

Virtual Reality–Based Neurorehabilitation Support Tool for People With Cognitive Impairments Resulting From an Acquired Brain Injury: Usability and Feasibility Study DOI Creative Commons
Alba Prats-Bisbe, Jaume López-Carballo, Alberto García‐Molina

и другие.

JMIR Neurotechnology, Год журнала: 2024, Номер 3, С. e50538 - e50538

Опубликована: Март 18, 2024

Background Acquired brain injury (ABI) is a prominent cause of disability globally, with virtual reality (VR) emerging as promising aid in neurorehabilitation. Nonetheless, the diversity among VR interventions can result inconsistent outcomes and pose challenges determining efficacy. Recent reviews offer best practice recommendations for designing implementing therapeutic to evaluate acceptance fully immersive interventions. Objective This study aims usability feasibility co-designed VR-based neurorehabilitation support tool by conducting multiple proof-of-concept trials sample patients ABI within hospital setting. Methods A single session deploying custom serious games train cognitive functions using new-generation head-mounted display was conducted inpatients ABI. Structured questionnaires were administered at end system intervention, participants’ familiarity technology, any adverse effects related cybersickness. Additionally, training duration while wearing headset demographic characteristics participants considered. Results total 20 participated 1-hour trial. The mean score 37 (SD 2.6) out 40, technology level 9.2 2.9) 12, Simulator Sickness Questionnaire 1.3 2). On average, wore approximately 25.6 4.7) minutes during intervention. There no substantial differences levels based on patients’ etiology or age, notable symptoms cybersickness reported. Significantly strong correlations noted between various categories, including exposure, motivation, interactivity, task specificity, immersion aspects. Further, there significant association intervention time number tasks performed (P<.001). Furthermore, who derived enjoyment from sessions expressed heightened interest incorporating into their daily Moreover, oculomotor issues found be highly sensitive onset disorientation sickness Conclusions Through collaborative approach, this showcases rehabilitation Key components such encompass multidisciplinary array experiences integrating principles techniques.

Язык: Английский

Процитировано

7

Effects of a virtual reality-based mirror therapy system on upper extremity rehabilitation after stroke: a systematic review and meta-analysis of randomized controlled trials DOI Creative Commons

Ryohei Okamura,

Akira Nakashima,

Takefumi Moriuchi

и другие.

Frontiers in Neurology, Год журнала: 2024, Номер 14

Опубликована: Янв. 8, 2024

Introduction Virtual reality-based mirror therapy (VRMT) has recently attracted attention as a novel and promising approach for treating upper extremity dysfunction in patients with stroke. However, the clinical efficacy of VRMT not been investigated. Methods This study aimed to conduct meta-analysis evaluate effects on We screened articles published between January 2010 July 2022 PubMed, Scopus, MEDLINE, Cochrane Central Register Controlled Trials. Our inclusion criteria focused randomized controlled trials (RCTs) comparing groups control (e.g., conventional therapy, occupational physical or sham therapy). The outcome measures included Fugl–Meyer assessment test (FMA-UE), box block (BBT), manual function (MFT). Risk bias was assessed using Collaboration risk-of-bias tool 2.0. calculated standardized mean differences (SMD) 95% confidence intervals (95% CI). experimental protocol registered PROSPERO database (CRD42022345756). Results five RCTs 148 stroke patients. showed statistical results FMA-UE [SMD = 0.81, CI (0.52, 1.10), p &lt; 0.001], BBT 0.48, (0.16, 0.80), 0.003], MFT 0.72, (0.05, 1.40), 0.04] groups. Discussion may play beneficial role improving after stroke, especially when combined rehabilitation. there were type VRMT, stage disease, severity dysfunction. Multiple reports high-quality are needed clarify VRMT. Systematic review registration https://www.crd.york.ac.uk/prospero/ , identifier CRD42022345756.

Язык: Английский

Процитировано

6

Gamified devices for stroke rehabilitation: A systematic review DOI
Juan J. Sánchez-Gil,

Aurora Sáez-Manzano,

Rafael López-Luque

и другие.

Computer Methods and Programs in Biomedicine, Год журнала: 2024, Номер 258, С. 108476 - 108476

Опубликована: Ноя. 1, 2024

Язык: Английский

Процитировано

6

Implementation of digital health interventions in rehabilitation: A scoping review DOI
Louise Michelle Nettleton Pearce, Nathalia Costa, Catherine Sherrington

и другие.

Clinical Rehabilitation, Год журнала: 2023, Номер 37(11), С. 1533 - 1551

Опубликована: Май 2, 2023

Objective Digital health interventions have potential to enhance rehabilitation services by increasing accessibility, affordability and scalability. However, implementation of digital in is poorly understood. This scoping review aims map current strategies, research designs, frameworks, outcomes determinants used support evaluate the rehabilitation. Data sources Comprehensive searches from inception until October 2022 MEDLINE, CINAHL, PsycINFO, PEDro, SpeechBITE, NeuroBITE, REHABDATA, WHO International Clinical Trial Registry Cochrane Library. Methods Two reviewers screened studies against eligibility criteria. Implementation science taxonomies methods, including Powell et al.'s compilation were guide analysis synthesis findings. Results The search retrieved 13,833 papers 23 included. Only 4 randomised controlled trials 9 (39%) feasibility studies. Thirty-seven discrete strategies reported across Strategies related training educating clinicians (91%), providing interactive assistance (61%), developing stakeholder interrelationships (43%) most frequently reported. Few adequately described methods for selecting strategies. Almost all measured determinants; commonly, acceptability, compatibility dose delivered interventions. Conclusion rigour field currently poor. require carefully planned tailored facilitate successful adoption into practice. To keep pace with rapidly advancing technology, future should prioritise using explore while testing effectiveness

Язык: Английский

Процитировано

11

360° immersive virtual reality-based mirror therapy for upper extremity function and satisfaction among stroke patients: a randomized controlled trial DOI Creative Commons
Sungbae Jo,

Hoon JANG,

Haesong Kim

и другие.

European Journal of Physical and Rehabilitation Medicine, Год журнала: 2024, Номер 60(2)

Опубликована: Март 14, 2024

BACKGROUND: Stroke is a leading cause of long-term disability worldwide; therefore, an effective rehabilitation strategy fundamental. Mirror therapy (MT) has been popular approach for upper extremity rehabilitation, but it presents some limitations. Recent advancements in virtual reality (VR) technology have introduced immersive VR-based MT, potentially overcoming these limitations and enhancing outcomes.AIM: This study aimed to evaluate the effectiveness novel 360° reality-based MT (360MT) stroke patients, comparing traditional (TMT) conventional physical control group (CG).DESIGN: A prospective, active control, assessor blinded, parallel groups, randomized controlled trial.POPULATION: Forty-five participants with chronic within six months onset.METHODS: The were randomly allocated 360MT, TMT, or CG groups. Outcome measures included Fugl-Meyer Assessment Upper Extremity (FMA-UE), Box Block Test (BBT), Manual Function (MFT). Additionally, patient experience satisfaction groups 360MT TMT assessed through questionnaires interviews.RESULTS: Results revealed that showed significantly greater improvements FMA-UE, MFT BBT compared (P<0.05) (P<0.001) Patient more favorable group, reporting higher engagement motivation.CONCLUSIONS: appears be promising providing better outcomes satisfaction. However, further research needed confirm findings strengthen evidence base rehabilitation.CLINICAL REHABILITATION IMPACT: demonstrated notably enhanced as well among patients onset therapy. not only fostered functional also elevated levels motivation participants, suggesting future application framework.

Язык: Английский

Процитировано

4

The effect of virtual reality-based rehabilitation on mental health and quality of life of stroke patients: a systematic review and meta-analysis of randomized controlled trials DOI
Saikun Wang, Hongdao Meng, Yong Zhang

и другие.

Archives of Physical Medicine and Rehabilitation, Год журнала: 2024, Номер unknown

Опубликована: Ноя. 1, 2024

Язык: Английский

Процитировано

3

Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality–Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study DOI Creative Commons
Jiayin Chen, Calvin Kalun Or,

Zhixian Li

и другие.

JMIR Serious Games, Год журнала: 2025, Номер 13, С. e49847 - e49847

Опубликована: Янв. 1, 2025

Background With substantial resources allocated to develop virtual reality (VR)–based rehabilitation exercise programs for poststroke motor rehabilitation, it is important understand how patients with stroke perceive these technology-driven approaches, as their perceptions can determine acceptance and adherence. Objective This study aimed examine the of regarding an immersive VR-based system developed deliver shoulder, elbow, forearm, wrist, reaching exercises. Methods A questionnaire was used assess 21 inpatients who had experienced (mean time from onset: 37.2, SD 25.9 days; Brunnstrom stage recovery arm: 3-5) perceived usefulness of, ease use attitude toward, intrinsic motivation for, intention system. The measurement items were rated on a 7-point Likert scale ranging 1 (very strongly disagree) 7 agree), higher values indicating more positive perceptions. Descriptive statistics summarize responses. Moreover, we conducted semistructured interviews that audio recorded, transcribed, subjected content analysis identify thematic patterns. Results results revealed patients’ ratings >6). 6 themes 73 statements about system: use, usefulness, enjoyment, motivation, accessibility, game design. Conversely, 15 reflected negative perceptions, which clustered into 3 themes: difficulty in handling VR devices, uncomfortable experiences when using monotony. Conclusions Integrating technology functional exercises holds significant promise based patient interests. However, preferences adaptability must be considered promote technology’s success. VR-guided should user-friendly, health-promoting, engaging, well-designed. Furthermore, addressing challenges, such bulkiness, motion sickness, discomfort, monotony, crucial widespread adoption diffusion this technology.

Язык: Английский

Процитировано

0