2019
DOI: 10.1186/s12984-019-0552-6
|View full text |Cite
|
Sign up to set email alerts
|

Tracking the evolution of virtual reality applications to rehabilitation as a field of study

Abstract: Background Application of virtual reality (VR) to rehabilitation is relatively recent with clinical implementation very rapidly following technological advancement and scientific discovery. Implementation is often so rapid that demonstrating intervention efficacy and establishing research priorities is more reactive than proactive. This study used analytical tools from information science to examine whether application of VR to rehabilitation has evolved as a distinct field of research or is prima… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
50
0
1

Year Published

2020
2020
2023
2023

Publication Types

Select...
5
3

Relationship

1
7

Authors

Journals

citations
Cited by 70 publications
(51 citation statements)
references
References 46 publications
0
50
0
1
Order By: Relevance
“…When the Nintendo Wii launched in 2006, it quickly became an affordable closed system, that supported physical activity with games and entertainment, with researchers soon after applying it to physical therapy programs (Deutsch et al, 2008). This caused a shift from bespoke systems (i.e., software and hardware solutions created for specific users and contexts) toward commercially available solutions (Keshner et al, 2019). A recent systematic review exploring types of VR applications within rehabilitation, characterize these different systems dichotomously as either specific (systems specifically built for rehabilitation) or nonspecific (i.e., computerized systems meant for recreational activities and gaming) (Maier et al, 2019).…”
Section: Specific and Non-specific Systemsmentioning
confidence: 99%
See 1 more Smart Citation
“…When the Nintendo Wii launched in 2006, it quickly became an affordable closed system, that supported physical activity with games and entertainment, with researchers soon after applying it to physical therapy programs (Deutsch et al, 2008). This caused a shift from bespoke systems (i.e., software and hardware solutions created for specific users and contexts) toward commercially available solutions (Keshner et al, 2019). A recent systematic review exploring types of VR applications within rehabilitation, characterize these different systems dichotomously as either specific (systems specifically built for rehabilitation) or nonspecific (i.e., computerized systems meant for recreational activities and gaming) (Maier et al, 2019).…”
Section: Specific and Non-specific Systemsmentioning
confidence: 99%
“…However, implementation into clinical practice has not yet been fully realized. On the other hand, VR has seen a commercial breakthrough within the last 5 years, and steadily increased the technological awareness of consumers and health professionals (Keshner et al, 2019). Within this field of rehabilitation, the therapeutic effects and value of VR technologies has been evaluated and scrutinized for over two decades, often under the general term of Virtual Rehabilitation (Burdea, 2003;Tieri et al, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…Program, University of Southern California, Los Angeles, CA, USA. 2 Neural Plasticity and Neurorehabilitation Laboratory, Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles, CA, USA. 3…”
Section: Acknowledgementsmentioning
confidence: 99%
“…The use of virtual reality (VR) in rehabilitation has been growing exponentially over recent years [1,2]. Clinical applications of VR have been shown to be engaging and motivating [3,4] with promising results suggesting VR interventions are comparable [5] or in some cases superior [6,7] to conventional rehabilitation.…”
Section: Introductionmentioning
confidence: 99%
“…The essence of VR is the creation of the environment. Environments are created for many purposes ranging from industrial to entertainment and gaming to medical ( Rizzo and Kim, 2005 ; Levin et al, 2015 ; Garrett et al, 2018 ; Keshner et al, 2019 ). Environments have been developed to overlay virtual objects on the physical world (i.e., augmented reality) or to present a fully artificial digital environment (i.e., VR).…”
Section: Introductionmentioning
confidence: 99%