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
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.
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.
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
<
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.
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
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.
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.