Virtual Reality 2010
DOI: 10.5772/13547
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Common Issues of Virtual Reality in Neuro-Rehabilitation

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Cited by 5 publications
(4 citation statements)
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“…Previous publications have highlighted some of the difficulties with using VR in clinical settings such as issues with following instructions, not having sufficient hand function to hold controllers and technical issues. 33 Some of these issues occurred during this study as discussed in our results however this did not impact the levels of enjoyment experienced during the VRR session. There is an opportunity to use VRR in multiple populations where pain, anxiety, or fear may limit individuals’ levels of participation in upper limb rehabilitation.…”
Section: Discussionmentioning
confidence: 66%
“…Previous publications have highlighted some of the difficulties with using VR in clinical settings such as issues with following instructions, not having sufficient hand function to hold controllers and technical issues. 33 Some of these issues occurred during this study as discussed in our results however this did not impact the levels of enjoyment experienced during the VRR session. There is an opportunity to use VRR in multiple populations where pain, anxiety, or fear may limit individuals’ levels of participation in upper limb rehabilitation.…”
Section: Discussionmentioning
confidence: 66%
“…69 Although there has been intensive work in recent years regarding VR cognitive rehabilitation tools, in particular by Parsons and Rizzo, 70 there are no specific VR intervention programmes focused on older people, either healthy or with neurodegenerative conditions. This is a significant gap especially in terms of ecologically valid interventions for maintenance of cognitive fitness; some studies 71,72 do address the advantages relating to cognitive rehabilitation.…”
Section: Older Adults Serious Games Technologies and Vrmentioning
confidence: 99%
“…VR can be considered in terms of the level of immersion provided, that is, the degree the user feels present in the virtual world due to the technical aspects of the VR environment. Immersive systems can generate life-scaled, three-dimensional images, with surround sound auditory and sensory feedback such as vibration, and pressure, 25 whereas non-immersive systems involve two-dimensional images typically viewed on a screen with interaction being via controller-based systems (such as computer keyboards, joysticks, balance boards and handheld devices) or via camera-based tracking systems. 26 Non-immersive systems are more commonly used for rehabilitation as they have smaller space requirements, cost less and have fewer side effects (eg, motion sickness).…”
Section: Introductionmentioning
confidence: 99%