2019
DOI: 10.1016/j.jnma.2019.01.003
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The Growing Use of Virtual Reality in Cognitive Rehabilitation: Fact, Fake or Vision? A Scoping Review

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Cited by 112 publications
(68 citation statements)
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References 40 publications
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“…Even though our results suggest that looking at nothing may be overestimated in previous 2D screen-based settings, we still found the effect of looking back to empty locations during mental imagery and visual memory, thereby confirming ecological validity of previous findings. Given the growing use of IVR in cognitive rehabilitation settings (Maggio et al 2019) looking at nothing could thus be used as control for task performance in memory assessment and rehabilitation. The finding creates a starting point for future research in order to gain a more conclusive understanding of perception and visual behavior in 3D space.…”
Section: Limitations and Future Directionsmentioning
confidence: 99%
“…Even though our results suggest that looking at nothing may be overestimated in previous 2D screen-based settings, we still found the effect of looking back to empty locations during mental imagery and visual memory, thereby confirming ecological validity of previous findings. Given the growing use of IVR in cognitive rehabilitation settings (Maggio et al 2019) looking at nothing could thus be used as control for task performance in memory assessment and rehabilitation. The finding creates a starting point for future research in order to gain a more conclusive understanding of perception and visual behavior in 3D space.…”
Section: Limitations and Future Directionsmentioning
confidence: 99%
“…It is possible that this issue is attenuated in computerized CBT, which may make fewer demands in terms of recognizing and communicating affect states and cognitions. [ 16 ] Virtual reality, due to the possibility of reproducing ecological environments, provides the patient with the psychological sensation of “being there” boosting the emotional processing. VR has been used for treating different mental disorders such as phobia, eating disorders and schizophrenia, but rarely in patients with neuropsychiatric disorders.…”
Section: Discussionmentioning
confidence: 99%
“…[ 11 15 ] The use of computerized training has been recently validated as a promising tool in the rehabilitation of brain injuries, including stroke, whereas growing evidence is demonstrating that the use of a semi-immersive virtual reality (VR) environment accelerates the rehabilitation process of compromised cognitive functions. [ 16 ] Regarding the efficacy of new technologies, several studies show that the use of advanced tools using VR, both immersive (such as BTS- Nirvana -BTS-N) and non-immersive (using the robotic devices Lokomat or Armeo-P), improves the effects of the ongoing conventional neurorehabilitation, so to be considered complementary treatments in post - stroke physical, cognitive and psychological recovery. [ 17 20 ] Moreover, VR treatments can increase patient's safety and self-efficacy, as well as coping strategies, eventually leading to an improvement in motivation and rehabilitation outcomes.…”
Section: Introductionmentioning
confidence: 99%
“…This is proposed to occur by increasing the sense of presence/social presence experienced by the participant (as they experience emotionally engaging background narratives to enhance the affective experience and social interactions) [11,12]. Moreover, VR allows increased feedback to the central nervous system through intensive, repetitive and task-oriented exercises that are performed in a virtual environment, developing a knowledge of the results and the quality of the movements (i.e., knowledge of the performance), leading to "reinforcement learning" [13].…”
mentioning
confidence: 99%
“…Indeed, a better knowledge of the neurophysiological underpinnings of VR may allow tailoring the cognitive-motor training to patient's needs and goals. The main hypothesis is that VR may entrain the same neural pathways that are involved in motor learning and cognitive processes, thus reinforcing the neuroplasticity processes triggered by motor-cognitive rehabilitation that are fundamental for neural damage recovery [13]. Indeed, VR may magnify the effects of the assisted, intensive, and repetitive motor-cognitive tasks delivered within a rehabilitative setting by providing patients with task-oriented exercises (which are motivating and entraining) and with additional knowledge of performance and results [16,17].…”
mentioning
confidence: 99%