2016
DOI: 10.1016/j.nrleng.2015.06.007
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Virtual reality for therapeutic purposes in stroke: A systematic review

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Cited by 46 publications
(48 citation statements)
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“…Los sistemas de realidad virtual semiinmersivos son en los que el usuario percibe parte del mundo real y parte del entorno virtual, como es el caso de Xbox 360° Kinect ® . Pueden simular el aprendizaje y generar retroalimentación sensorial específica, ya sea mediante serious games o videojuegos comer ciales adaptados a pacientes con déficits funciona les [17,18]. Gracias al feedback sensorial asociado al entorno virtual, podría activarse el sistema de neu ronas espejo relacionado con mecanismos de apren dizaje por observación e imitación [19].…”
Section: Introductionunclassified
“…Los sistemas de realidad virtual semiinmersivos son en los que el usuario percibe parte del mundo real y parte del entorno virtual, como es el caso de Xbox 360° Kinect ® . Pueden simular el aprendizaje y generar retroalimentación sensorial específica, ya sea mediante serious games o videojuegos comer ciales adaptados a pacientes con déficits funciona les [17,18]. Gracias al feedback sensorial asociado al entorno virtual, podría activarse el sistema de neu ronas espejo relacionado con mecanismos de apren dizaje por observación e imitación [19].…”
Section: Introductionunclassified
“…(for a review see [19]). However, reviews and meta-analyses usually point out that, despite the theoretical potential, studies in this field do not manage to prove a clear cut advantage over classical rehabilitation and that further research is needed [19,20,21,22] (although some authors find sufficient proof to state this [23,24], at least in some aspects of the rehabilitation).…”
Section: Discussionmentioning
confidence: 99%
“…These studies have approached the problem from different points of view: (1) on the one hand, by analysing the physiological and psychophysical characteristics of different devices [11], (2) on the other analysing the key aspects of design and usability [12] and (3) finally studying its effectiveness in therapy [13,14]. According to Kuchinke [12], these technical devices can be organized into two big groups: (1) on the one hand, devices based on virtual reality (VR) and (2) on the other robotic glove-like devices (GDs).…”
Section: Technological Devices For Upper Limb Rehabilitationmentioning
confidence: 99%
“…These devices can be used at home and in most cases do not require special investment in therapeutic hardware because they can use game consumables existing at home such as Nintendo(R) Wii 1 [17,18], Leapmotion 2 [19,20] or Kinect sensor 3 [21,22]. Although first systematic studies based in VRs indicate that there is insufficient evidence to determine its effectiveness compared to conventional therapies [8], more recent studies [13,14,23] offer moderate evidence on the benefits of VR for UL motor improvement. Most researchers agree that VRs work well as coadjuvant to complement more conventional therapies; however, further studies with larger samples are needed to identify most suitable type of VR systems, to determine if VR results are sustained in the long term and to define the most appropriate treatment frequency and intensity using VR systems in post-stroke patients.…”
Section: Technological Devices For Upper Limb Rehabilitationmentioning
confidence: 99%