2006
DOI: 10.3233/nre-2006-21308
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Virtual reality training for stroke rehabilitation

Abstract: Objective: To evaluate the effectiveness of a 2-D virtual reality (2DVR) programme in the training of people with stroke on how to access and use the station facilities of the Mass Transit Railway (MTR). Method: A flat-screen 2DVR based training programme and a corresponding, typical psycho-educational programme with video modelling were developed for comparison through a research design that involved a randomised control group pre-test and post-test. Results: Twenty and sixteen subjects respectively received … Show more

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Cited by 66 publications
(36 citation statements)
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“…Despite these limitations, the results of the present research are promising given that virtual platforms offer a range of advantages over their conventional and functional counterparts (e.g., realism and high experimental control), thus are well placed to assess PM deficits in the TBI population. First, virtual reality offers a sensitive and ecologically valid medium through which to assess PM impairment (Lam, Man, Tam, & Weiss, 2006). The VRST is likely sensitive to PM difficulties because it requires sustained cognitive effort over a 14-minute period, incorporates subtasks simulating real world scenarios thereby providing good face validity, places significant demands on attentional processes, and requires the ability to multitask and shift set.…”
Section: Discussionmentioning
confidence: 99%
“…Despite these limitations, the results of the present research are promising given that virtual platforms offer a range of advantages over their conventional and functional counterparts (e.g., realism and high experimental control), thus are well placed to assess PM deficits in the TBI population. First, virtual reality offers a sensitive and ecologically valid medium through which to assess PM impairment (Lam, Man, Tam, & Weiss, 2006). The VRST is likely sensitive to PM difficulties because it requires sustained cognitive effort over a 14-minute period, incorporates subtasks simulating real world scenarios thereby providing good face validity, places significant demands on attentional processes, and requires the ability to multitask and shift set.…”
Section: Discussionmentioning
confidence: 99%
“…Currently, studies that used holistic self-e cacy as an outcome indicator in VR training are insu cient, and only a few studies investigated balance self-e cacy. [21,32,43,44] Previous studies found that VR could increase participants' con dence, motivation to participate, and functional activities based on the remodeling and reorganization of brain function. [25,45,46] Learning by mimicking models and "mirroring" neural networks may induce the formation of an imitative tissue around the motor cortex.…”
Section: Discussionmentioning
confidence: 99%
“…[47] Moreover, the functional improvement induced by motor learning through VR training could greatly improve participants' con dence and self-e cacy in a new environment. [21,31,32,43,44] In addition, a study reported that participants regarded VR training as an interactive and enjoyable sports game rather than a training; thus, they were more motivated to engage in the training. [48] The participants in our study showed improvement in upper limb function and ADL; such improvement could in turn enhance their con dence and self-e cacy.…”
Section: Discussionmentioning
confidence: 99%
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