Virtual reality and haptics as a training device for movement rehabilitation after stroke: A single-case study11No commercial party having a direct financial interest in the results of the research supporting this article has or will confer a benefit upon the authors(s) or upon any organization with which the author(s) is/are associated.

2004 ◽  
Vol 85 (8) ◽  
pp. 1247-1250 ◽  
Author(s):  
Jurgen Broeren ◽  
Martin Rydmark ◽  
Katharina Stibrant Sunnerhagen
2021 ◽  
Author(s):  
Erin Bogdanski

UNSTRUCTURED This is a single case study of using virtual reality ( Thera VR ™) for individual psychotherapy for treating PTSD with Trauma Focused CBT. This case study is an exploratory comparison between standard Telehealth using. 2D device with full HMD ( head mounted device ) with avatar technology. The case study is based on the usage of live telemedicine sessions in private practice, then detailing the benefits of cognitive, behavioral and neurological use of the Thera VR ™ technology. Determination of these results suggest the benefits of virtual reality as tele psych, and suggest further research and trials focused on pediatric mental health treatment be observed as new standard of care.


Author(s):  
Mattias Erhardsson ◽  
Margit Alt Murphy ◽  
Katharina S. Sunnerhagen

Abstract Background Rehabilitation is crucial for maximizing recovery after stroke. Rehabilitation activities that are fun and rewarding by themselves can be more effective than those who are not. Gamification with virtual reality (VR) exploits this principle. This single-case design study probes the potential for using commercial off-the-shelf, room-scale head-mounted virtual reality for upper extremity rehabilitation in individuals with chronic stroke, the insights of which can inform further research. Methods A heterogeneous volunteer sample of seven participants living with stroke were recruited through advertisement. A single-case design was employed with a 5-week baseline (A), followed by a 10-week intervention (B) and a 6-month follow-up. Upper extremity motor function was assessed with validated kinematic analysis of drinking task. Activity capacity was assessed with Action Research Arm Test, Box and Block Test and ABILHAND questionnaire. Assessments were done weekly and at follow-up. Playing games on a VR-system with head-mounted display (HTC Vive) was used as rehabilitation intervention. Approximately 300 games were screened and 6 tested. Visual analysis and Tau-U statistics were used to interpret the results. Results Visual analysis of trend, level shift and overlap as well as Tau-U statistics indicated improvement of Action Research Arm Test in six participants. Four of these had at least a moderate Tau-U score (0.50–0.92), in at least half of the assessed outcomes. These four participants trained a total of 361 to 935 min. Two out of four participants who were able to perform the drinking task, had the highest training dose (> 900 min) and showed also improvements in kinematics. The predominant game played was Beat Saber. No serious adverse effects related to the study were observed, one participant interrupted the intervention phase due to a fall at home. Conclusions This first study of combining commercial games, a commercial head-mounted VR, and commercial haptic hand controls, showed promising results for upper extremity rehabilitation in individuals with chronic stroke. By being affordable yet having high production values, as well as being an easily accessible off-the-shelf product, this variant of VR technology might facilitate widespread adaption. Insights garnered in this study can facilitate the execution of future studies. Trial registration The study was registered at researchweb.org (project number 262331, registered 2019-01-30, https://www.researchweb.org/is/vgr/project/262331) prior to participant enrolment.


2013 ◽  
Vol 16 (6) ◽  
pp. 418-422 ◽  
Author(s):  
Mickaël Dinomais ◽  
Fabienne Veaux ◽  
Takehiko Yamaguchi ◽  
Paul Richard ◽  
Isabelle Richard ◽  
...  

10.2196/16066 ◽  
2020 ◽  
Vol 7 (3) ◽  
pp. e16066
Author(s):  
Rineke Bossenbroek ◽  
Aniek Wols ◽  
Joanneke Weerdmeester ◽  
Anna Lichtwarck-Aschoff ◽  
Isabela Granic ◽  
...  

Background Many adolescents in special education are affected by anxiety in addition to their behavioral problems. Anxiety leads to substantial long-term problems and may underlie disruptive behaviors in the classroom as a result of the individual’s inability to tolerate anxiety-provoking situations. Thus, interventions in special needs schools that help adolescents cope with anxiety and, in turn, diminish disruptive classroom behaviors are needed. Objective This study aimed to evaluate the effect of a virtual reality biofeedback game, DEEP, on daily levels of state-anxiety and disruptive classroom behavior in a clinical sample. In addition, the study also aimed to examine the duration of the calm or relaxed state after playing DEEP. Methods A total of 8 adolescents attending a special secondary school for students with behavioral and psychiatric problems participated in a single-case experimental ABAB study. Over a 4-week period, participants completed 6 DEEP sessions. In addition, momentary assessments (ie, 3 times a day) of self-reported state-anxiety and teacher-reported classroom behavior were collected throughout all A and B phases. Results From analyzing the individual profiles, it was found that 6 participants showed reductions in anxiety, and 5 participants showed reductions in disruptive classroom behaviors after the introduction of DEEP. On a group level, results showed a small but significant reduction of anxiety (d=–0.29) and a small, nonsignificant reduction of disruptive classroom behavior (d=−0.16) on days when participants played DEEP. Moreover, it was found that the calm or relaxed state of participants after playing DEEP lasted for about 2 hours on average. Conclusions This study demonstrates the potential of the game, DEEP, as an intervention for anxiety and disruptive classroom behavior in a special school setting. Future research is needed to fully optimize and personalize DEEP as an intervention for the heterogeneous special school population.


2021 ◽  
Vol 2021 ◽  
pp. 1-20
Author(s):  
George Stamou ◽  
Azucena Garcia-Palacios ◽  
Brendon J. Woodford ◽  
Carlos Suso-Ribera ◽  
Cristina Botella

Postnatal depression (PND) is a mood disorder with potentially devastating effects to the individual on many levels. It can affect cognitive functioning, motivation, and self-esteem. The person can socially withdraw from their immediate familial or social circle. It can affect bonding and quality time between the mother and baby. There are many effective therapeutic treatments used for the treatment of PND such as cognitive-behavioural therapy (CBT) and interpersonal psychotherapy (IPT). This study using a single-case study trial with 15 participants investigates the clinical usefulness of combining CBT with virtual reality (VR). Results show that the combination of CBT with VR is an effective treatment for PND. In addition, VR can enhance awareness, decision-making, and self-appreciation within the individual and can also have real-life applications. This study also shows that the combination of VR and CBT is feasible, while the use of such a technology is well accepted.


Author(s):  
Bruno Porras-Garcia ◽  
Marta Ferrer-García ◽  
Eduardo Serrano-Troncoso ◽  
Marta Carulla-Roig ◽  
Pau Soto-Usera ◽  
...  

2011 ◽  
Vol 20 (3) ◽  
pp. 240-245 ◽  
Author(s):  
Valentina Cardi ◽  
Isabel Krug ◽  
Conxa Perpiñá ◽  
David Mataix-Cols ◽  
Maria Roncero ◽  
...  

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