2020
DOI: 10.3390/brainsci10050296
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Immersive Virtual Reality in Stroke Patients as a New Approach for Reducing Postural Disabilities and Falls Risk: A Case Series

Abstract: Stroke is a neurologic disorder considered the first cause of disability worldwide due to motor, cognitive, and sensorial sequels. Balance dysfunctions in stroke survivors increase the risk of falls and physiotherapeutic rehabilitation is essential to reduce it. Virtual reality (VR) seems to be an alternative to conventional physiotherapy (CT), providing virtual environments and multisensorial inputs to train balance in stroke patients. The aim of this study was to assess if immersive VR treatment is more effe… Show more

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Cited by 45 publications
(34 citation statements)
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“…Therefore, despite the patients' heterogeneous profiles, ranging from subacute to chronic stroke phases, post-stroke recovery may be influenced by neuroplasticity and by the physiotherapy or rehabilitation environment as well. New studies show that even in the chronic post-stroke period, neuroplasticity is positively influenced by the use of VR therapy, with a positive impact not only on the motor function but also on the processes of the central nervous system, and with positive results on balance and posture [16,44,49,50].…”
Section: Discussionmentioning
confidence: 99%
“…Therefore, despite the patients' heterogeneous profiles, ranging from subacute to chronic stroke phases, post-stroke recovery may be influenced by neuroplasticity and by the physiotherapy or rehabilitation environment as well. New studies show that even in the chronic post-stroke period, neuroplasticity is positively influenced by the use of VR therapy, with a positive impact not only on the motor function but also on the processes of the central nervous system, and with positive results on balance and posture [16,44,49,50].…”
Section: Discussionmentioning
confidence: 99%
“…The intensity and difficulty degree can be graded and provides the user with information about the reached objectives in real time [7][8][9][10]. There are different types of VR, including: immersive, in which the patient is fully integrated in the virtual environment and interacts with it through some type of hardware, such as data gloves or VR glasses, semi-immersive, in which the patient is visualised within the virtual environment through a screen and interacts with it through their movements or with some remote controller but without losing contact with the real world, and nonimmersive, in which the patient interacts with the virtual environment through a computer-generated character represented on a screen with a peripheral device controller [8,[11][12][13]. Immersive VR systems have shown good results in the treatment of motor deficits, among which are balance and gait alterations, in stroke patients.…”
Section: Introductionmentioning
confidence: 99%
“…In these studies, HMD had good or better outcomes compared to the traditional training programs. In a small cohort, Cortés-Pérez et al ( 2020 ) compared the effects of VR balance training with conventional physiotherapy in three stroke patients. After 2 months, the patient under VR training showed higher improvements of balance and obtained higher walking speed as compared to those with conventional physiotherapy.…”
Section: Resultsmentioning
confidence: 99%
“…Therefore, perspective-taking capacity should be considered when designing virtual scenarios for older adults. Concerning the interaction with avatars, only one study included animal avatars (Cortés-Pérez et al, 2020 ). It seems that other contextual information around the avatars, including ground and objects, could act as visual reference points for the participants to adjust their balance.…”
Section: Discussionmentioning
confidence: 99%
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