The Potential Use of Virtual Reality in Vestibular Rehabilitation

2002 ◽  
Vol 26 (2) ◽  
pp. 72-78 ◽  
Author(s):  
Susan L. Whitney ◽  
Patrick J. Sparto ◽  
Kathryn E. Brown ◽  
Joseph M. Furman ◽  
Jeffrey L. Jacobson ◽  
...  
PLoS ONE ◽  
2021 ◽  
Vol 16 (4) ◽  
pp. e0249095
Author(s):  
Bianca Simone Zeigelboim ◽  
Maria Renata José ◽  
Geslaine Janaina Bueno dos Santos ◽  
Maria Izabel Rodrigues Severiano ◽  
Hélio Afonso Ghizoni Teive ◽  
...  

Background Neurodegenerative diseases are sporadic hereditary conditions characterized by progressive dysfunction of the nervous system. Among the symptoms, vestibulopathy is one of the causes of discomfort and a decrease in quality of life. Hereditary spastic paraplegia is a heterogeneous group of hereditary degenerative diseases involving the disorder of a single gene and is characterized by the progressive retrograde degeneration of fibers in the spinal cord. Objective To determine the benefits of vestibular rehabilitation involving virtual reality by comparing pre intervention and post intervention assessments in individuals with hereditary spastic paraplegia. Methods In this randomized controlled clinical trial from the Rebec platform RBR-3jmx67 in which allocation concealment was performed and the evaluators be blinded will be included. The participants will include 40 patients diagnosed with hereditary spastic paraplegia. The interventions will include vestibular rehabilitation with virtual reality using the Wii® console, Wii-Remote and Wii Balance Board (Nintendo), and the studies will include pre- and post intervention assessments. Group I will include twenty volunteers who performed balance games. Group II will include twenty volunteers who performed balance games and muscle strength games. The games lasted from 30 minutes to an hour, and the sessions were performed twice a week for 10 weeks (total: 20 sessions). Results This study provides a definitive assessment of the effectiveness of a virtual reality vestibular rehabilitation program in halting the progression of hereditary spastic paraplegia, and this treatment can be personalized and affordable. Conclusion The study will determine whether a vestibular rehabilitation program with the Nintendo Wii® involving virtual reality can reduce the progressive effect of hereditary spastic paraplegia and serve as an alternative treatment option that is accessible and inexpensive. Rebec platform trial: RBR-3JMX67.


Author(s):  
Daniel Valente de Macedo ◽  
Eduardo Bruno Silva Lustosa ◽  
Matheus Batista Nogueira ◽  
Magno Eric Barbosa Peixoto ◽  
Carla Marineli Saraiva do Amaral ◽  
...  

2004 ◽  
Vol 131 (2) ◽  
pp. P91-P91 ◽  
Author(s):  
Enzo Mora ◽  
Francesco Mora ◽  
Barbara Crippa ◽  
Renzo Mora ◽  
Marco Barbieri

2021 ◽  
Vol 33 (6) ◽  
pp. 799-806
Author(s):  
Dario Ogrizović ◽  
Ana Perić Hadžić ◽  
Mladen Jardas

With the increasing development and popularisation of information and communication technology, new challenges are posed to higher education in the modernisation of teaching in order to make education and training of students as effective as possible. It is therefore very important to develop and experiment with appropriate development tools, explore their benefits and effectiveness, and integrate them into existing learning strategies. The emergence of a computer-generated digital environment that can be directly experienced, actions that can determine what is happening in it, growth of technological characteristics, and decline in prices of virtual reality hardware leads to a situation that cannot be ignored. This paper investigated users' perceptions on the potential use of fully immersive virtual reality head-mounted displays in a discrete-event simulation of logistics processes. The dynamic nature of virtual environments requires active participation which causes greater engagement, motivation, and interest aided by interaction and challenges.


2020 ◽  
Vol 26 ◽  
Author(s):  
Tomasz Stankiewicz ◽  
Mariusz Gujski ◽  
Artur Niedzielski ◽  
Lechosław P. Chmielik

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