scholarly journals The impact of positive, negative and neutral stimuli in a virtual reality cognitive-motor rehabilitation task: a pilot study with stroke patients

Author(s):  
Mónica S. Cameirão ◽  
Ana Lúcia Faria ◽  
Teresa Paulino ◽  
Júlio Alves ◽  
Sergi Bermúdez i Badia
2018 ◽  
Vol 9 ◽  
Author(s):  
Ana L. Faria ◽  
Mónica S. Cameirão ◽  
Joana F. Couras ◽  
Joana R. O. Aguiar ◽  
Gabriel M. Costa ◽  
...  

Author(s):  
Jaza Rizvi ◽  
◽  
Abid Khan ◽  
Sumaira Imran Farooqui ◽  
Bashir Ahmed Soomro ◽  
...  

Virtual Reality (VR) is an approach in stroke rehabilitation with ever-improving technological advancement for targeted motor rehabilitation by providing a user interface in a simulated environment with proprioceptive and visual feedback. This meta-analysis intended to evaluate the impact of immersive and non-immersive VR-based interventions compared to conventional rehabilitation in sensorimotor recovery following stroke. Randomized Controlled Trials based on the impact of VR, either immersive or non-immersive type in comparison to conventional rehabilitation on post-stroke patients (>18 years) sensorimotor recovery were searched on six databases including Google Scholar, PEDro, MEDLINE, Cochrane Library, EMBASE, and Web of Science from August to November 2020. A total of 17 randomized controlled trials on VR based intervention showed significant improvement in sensorimotor recovery following a stroke in overall FMA outcomes in comparison to the control group with pool effects in terms of SMD in a random effect model showed an impact of 0.498 at 95% CI (p<0.001) depicts a moderate effect size. An immersive and non-immersive emerging VR trend appears to be a promising therapeutic tool in sensorimotor recovery following stroke.


2009 ◽  
Vol 32 (4) ◽  
pp. 280-286 ◽  
Author(s):  
Michiel J.A. Jannink ◽  
Miguel Aznar ◽  
Alexander Cornelis de Kort ◽  
Wim van de Vis ◽  
Peter Veltink ◽  
...  

2020 ◽  
Author(s):  
Lora Appel ◽  
Erika Kisonas ◽  
Eva Appel ◽  
Jennifer Klein ◽  
Deanna Bartlett ◽  
...  

BACKGROUND As Virtual Reality (VR) technologies become increasingly accessible and affordable, clinicians are eager to try VR-therapy as a novel means to manage Behavioural and Psychological Symptoms of Dementia (BPSD) which are exacerbated during acute-care hospitalization, with the goal of reducing the use for antipsychotics, sedatives, and physical restraints, associated with negative side-effects, increased length of stay, and caregiver burden. To date no evaluations of immersive VR-therapy have been reported for patients with dementia in acute-care hospitals. OBJECTIVE Determine the feasibility (acceptance, comfort, safety) of using immersive VR-therapy for people living with dementia (mild, moderate, and advanced) during acute-care hospitalization, and explore its potential to manage BPSD. METHODS A prospective longitudinal pilot-study was conducted at a community teaching hospital in Toronto. Ten patients over 65 years (mean = 87) diagnosed with dementia, participated in one or more sessions of viewing immersive 360° VR-footage of nature scenes displayed on Samsung Gear-VR head-mounted-display. The mixed-methods study included patient chart review, standardized observations during intervention, and pre- and post-intervention semi-structured interviews about the VR experience. RESULTS All recruited participants completed the study. Seven out of ten participants displayed enjoyment or relaxation during a VR session, which averaged 6 minutes per viewing. One participant experienced dizziness; no interference between VR equipment and hearing aids or medical devices was reported. CONCLUSIONS It is feasible to expose older adults with various degrees of dementia admitted to an acute-care hospital, to immersive VR-therapy. This pilot provides the basis for conducting the first RCT to evaluate the impact of VR-therapy on managing BPSD in acute-care hospitals. CLINICALTRIAL Research Ethics Board ID: 748-1806-Mis-321 Clinical Trials.gov registration: NCT03941119


2021 ◽  
Author(s):  
Hebing Liu ◽  
Zhaohua Cheng ◽  
Shuo Wang ◽  
Yong Jia ◽  
Chen Li

Abstract Background: Virtual Reality (VR) has been widely used in health-related fields. The aim of this study was to assess the effectiveness of virtual reality-based physical and psychological exercise on depression.Methods: A total of 752 patients with stroke from 11 randomized controlled trial (RCT) studies were included in this meta-analysis and the studies derived from 6 electronic databases searched from database inception to August 2021. For continuous results, the standardized mean differences (SMDs) and 95% confidence intervals (CIs) were calculated to synthesize the effects.Results: The meta-analysis showed that compared with control group, VR-based interventions significantly decreased the depression scale score (SMD = −0.71, 95% CI: −1.32, −0.10) in the subjects. The results showed that the the patient age and total intervention time had a significant impact on the outcome of depression. The smaller the age and longer the intervention duration, the greater the impact on the outcome of depression.Conclusions: The current meta-analysis indicated the virtual reality-based physical and psychological exercise has a significant effect on depression in stroke patients compared to controls. The study showed an outstanding reduction in depression for aged under 60 participants and intervention longer than 8 weeks. At the same time, clinical studies of different ages and different intervention time also need further in-depth study.


Author(s):  
Athanasios Vourvopoulos ◽  
Octavio Marin Pardo ◽  
Stéphanie Lefebvre ◽  
Meghan Neureither ◽  
David Saldana ◽  
...  

Sensors ◽  
2020 ◽  
Vol 20 (4) ◽  
pp. 1204 ◽  
Author(s):  
Julia M. Juliano ◽  
Ryan P. Spicer ◽  
Athanasios Vourvopoulos ◽  
Stephanie Lefebvre ◽  
Kay Jann ◽  
...  

Electroencephalography (EEG)-based brain–computer interfaces (BCIs) for motor rehabilitation aim to “close the loop” between attempted motor commands and sensory feedback by providing supplemental information when individuals successfully achieve specific brain patterns. Existing EEG-based BCIs use various displays to provide feedback, ranging from displays considered more immersive (e.g., head-mounted display virtual reality (HMD-VR)) to displays considered less immersive (e.g., computer screens). However, it is not clear whether more immersive displays improve neurofeedback performance and whether there are individual performance differences in HMD-VR versus screen-based neurofeedback. In this pilot study, we compared neurofeedback performance in HMD-VR versus a computer screen in 12 healthy individuals and examined whether individual differences on two measures (i.e., presence, embodiment) were related to neurofeedback performance in either environment. We found that, while participants’ performance on the BCI was similar between display conditions, the participants’ reported levels of embodiment were significantly different. Specifically, participants experienced higher levels of embodiment in HMD-VR compared to a computer screen. We further found that reported levels of embodiment positively correlated with neurofeedback performance only in HMD-VR. Overall, these preliminary results suggest that embodiment may relate to better performance on EEG-based BCIs and that HMD-VR may increase embodiment compared to computer screens.


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