Virtual Reality Associated with Functional Electrical Stimulation for Upper Extremity in Post-Stroke Rehabilitation: A Systematic Review DOI Creative Commons

Diana Minzatanu,

Nadinne Roman,

Adina Ionelia Manaila

и другие.

Applied Sciences, Год журнала: 2024, Номер 14(18), С. 8248 - 8248

Опубликована: Сен. 13, 2024

Background: This systematic literature review aims to explore the impact of rehabilitation in post-stroke patients, particularly highlighting roles virtual reality (VR) technology and functional electrical stimulation (FES). Methods: To ensure all relevant studies were included, a thorough search was conducted PubMed Web Science databases using keywords such as ‘post-stroke’, ‘FES’, ‘functional stimulation’, ‘virtual reality’, ‘VR’. Studies on rehabilitating upper limb function through VR FES patients regardless publication year. had compare this combination therapy with conventional methods report outcomes related coordination, mobility, daily activities. not meeting these criteria excluded. The selection process involved screening titles, abstracts, full texts by four independent reviewers. quality risk bias included assessed PEDro scale Robvis tool. Results: involving 135 patients. Two articles examined effectiveness an approach reality, robotic therapy, limbs showing significant improvements motor life. other two explored effects combined stroke finding that (FES VR) superior or therapy. Discussion: limited small number participants, which may affect generalizability results. Variations intervention protocols outcome measures across posed challenges synthesis. Integrating technologies brings benefits increases potential for personalizing optimizing process, enhancing patient engagement satisfaction, promoting holistic management. Future research should focus larger, more standardized trials confirm findings optimize protocols.

Язык: Английский

Virtual Golf, “Exergaming”, Using Virtual Reality for Healthcare in Older Adults: Focusing on Leisure Constraints, Participation Benefits, and Continuous Participation Intention DOI Open Access
Chulhwan Choi, Dong-Kyu Kim, Inyup Lee

и другие.

Healthcare, Год журнала: 2024, Номер 12(10), С. 962 - 962

Опубликована: Май 8, 2024

Exergaming, a new type of sport, combined with virtual reality, has provided opportunities for the aging population. This study analyzed differences in leisure constraints, participation benefits, and continuous intention golf (represented as an exergame) depending on participants' ages. Data collection was conducted from August 2023 to November 2023. A quantitative research design convenience sampling method were employed, targeting 310 regular participants aged 20 years or older Republic Korea. For comparative analysis, survey segmented into three groups: Group 1, young adults (18-35 years); 2, middle-aged (36-55 3, (56-69 years). To compare analyze behaviors golf, dependent variables identified: (a) constraints (four factors) limit formation leisure; (b) benefits encourage (c) (single factor) show likelihood participate future. The results revealed that adult group showed statistically high costs under (F = 14.949, p < 0.001, ηp2 0.089), reported physical 9.346, 0.057) mental 7.249, 0.045) 6.486, 0.01, 0.041). confirmed using advanced technology brings people based reasonable cost enables activity.

Язык: Английский

Процитировано

3

Virtual Reality Applications for Balance Rehabilitation and Efficacy in Addressing Other Symptoms in Multiple Sclerosis—A Review DOI Creative Commons

Elena Bianca Basalic,

Nadinne Roman, Vlad Ionut Tuchel

и другие.

Applied Sciences, Год журнала: 2024, Номер 14(10), С. 4244 - 4244

Опубликована: Май 16, 2024

(1) Background: Since multiple sclerosis (MS) is a neurological pathology known for its disabling effects across many domains, the introduction of virtual reality (VR) usage has been attempted, as it represents new method approach to rehabilitation and treatment chronic pathologies. Encouraging research explored use video game consoles VR-assisted Robot-Assisted Gait Training (RAGT) address balance disturbances in this population. (2) Methods: The search involved two databases, Web Science PubMed, utilizing selection terms including “Virtual reality”, “Multiple sclerosis”, “Balance”, “Rehabilitation”. Two reviewers initiated performed articles, subsequently selecting extracting data from studies. PEDro scale was tool evaluating quality articles that we introduced our research. (3) Results: After rigorous scanning, nine remained eligible study. VR interventions, particularly compared standard training, consistently improved sclerosis. Robotic-assisted technology with 2D yielded superior results rehabilitation. interventions had varied on walking speed. They have shown promise decreasing risk falls improving patients’ daily lives while reducing fatigue (4) Conclusions: offers comparable or benefits classical exercise no intervention but does not significantly improve functional mobility. However, shows potential life MS patients. Investigation alongside RAGT important be larger sample sizes comprehensive are needed fully understand efficacy

Язык: Английский

Процитировано

2

Sweating the Details: Emotion Recognition and the Influence of Physical Exertion in Virtual Reality Exergaming DOI Creative Commons
Dominic Potts, Zoe Broad, Tarini Sehgal

и другие.

Опубликована: Май 11, 2024

There is great potential for adapting Virtual Reality (VR) exergames based on a user's affective state. However, physical activity and VR interfere with physiological sensors, making affect recognition challenging. We conducted study (n=72) in which users experienced four emotion inducing exergaming environments (happiness, sadness, stress calmness) at three different levels of exertion (low, medium, high). collected measures through pupillometry, electrodermal activity, heart rate, facial tracking, as well subjective ratings. Our validated virtual environments, data, analyses are openly available. found that the level influences way can be recognised, itself. Furthermore, our results highlight importance data cleaning to account environmental interpersonal factors interfering measures. The shed light relationships between states inform design choices about sensors approaches VR.

Язык: Английский

Процитировано

1

Clinical Perceptions and Feasibility Analysis of a Virtual Reality Game for Post-Stroke Rehabilitation DOI Creative Commons
Julián Felipe Villada Castillo, J.F. Martínez López, John Muñoz

и другие.

TecnoLógicas, Год журнала: 2024, Номер 27(61), С. e3180 - e3180

Опубликована: Дек. 27, 2024

The increasing prevalence of strokes has led to the search for innovative rehabilitation methods. Immersive virtual reality (VR), especially personalized games, offers an interactive and motivating approach therapy adherence. perception acceptance physiotherapists are crucial its implementation require further investigation. objective this research was evaluate attitudes perceptions regarding feasibility effectiveness a VR game called Motion Health post-stroke rehabilitation. methodology employed consisted using three strategies collect subjective data. First, multiple-choice questionnaire administered 73 physicians physiatrists during ISPRM 2023 Conference (International Society Physical Rehabilitation Medicine) quantitative data on utility VR. Subsequently, focus group conducted with four obtain qualitative information usability, accessibility, cost-effectiveness game. Finally, analysis were performed possible long-term benefits financial implications implementing in Colombia. results obtained broad as complementary tool recognition games motivators patient participation. Physiotherapists highlighted playability immersion game, although they noted limitations related costs spasticity patient. indicated that initial costs, while significant, could be justified by savings improved outcomes. it is concluded demonstrated significant potential complement rehabilitation, receiving positive feedback from physiotherapists. Key challenges include improving access, reducing providing training optimize

Язык: Английский

Процитировано

1

REVEAL: REal and Virtual Environments Augmentation Lab @ Bath DOI Open Access
Dominic Potts, Crescent Jicol, Christopher Clarke

и другие.

Опубликована: Май 11, 2024

The REal and Virtual Environments Augmentation Lab (REVEAL) at the University of Bath is an interdisciplinary research centre focusing on immersive technology. REVEAL investigates fundamental principles, applications interaction techniques extended reality (XR), including virtual (VR) augmented (AR). In this Interactivity demo, we will showcase some our VR across three areas: affective exergaming, learning with avatars, gaze in VR.

Язык: Английский

Процитировано

0

Virtual Reality Associated with Functional Electrical Stimulation for Upper Extremity in Post-Stroke Rehabilitation: A Systematic Review DOI Creative Commons

Diana Minzatanu,

Nadinne Roman,

Adina Ionelia Manaila

и другие.

Applied Sciences, Год журнала: 2024, Номер 14(18), С. 8248 - 8248

Опубликована: Сен. 13, 2024

Background: This systematic literature review aims to explore the impact of rehabilitation in post-stroke patients, particularly highlighting roles virtual reality (VR) technology and functional electrical stimulation (FES). Methods: To ensure all relevant studies were included, a thorough search was conducted PubMed Web Science databases using keywords such as ‘post-stroke’, ‘FES’, ‘functional stimulation’, ‘virtual reality’, ‘VR’. Studies on rehabilitating upper limb function through VR FES patients regardless publication year. had compare this combination therapy with conventional methods report outcomes related coordination, mobility, daily activities. not meeting these criteria excluded. The selection process involved screening titles, abstracts, full texts by four independent reviewers. quality risk bias included assessed PEDro scale Robvis tool. Results: involving 135 patients. Two articles examined effectiveness an approach reality, robotic therapy, limbs showing significant improvements motor life. other two explored effects combined stroke finding that (FES VR) superior or therapy. Discussion: limited small number participants, which may affect generalizability results. Variations intervention protocols outcome measures across posed challenges synthesis. Integrating technologies brings benefits increases potential for personalizing optimizing process, enhancing patient engagement satisfaction, promoting holistic management. Future research should focus larger, more standardized trials confirm findings optimize protocols.

Язык: Английский

Процитировано

0