scholarly journals Exoskeletons With Virtual Reality, Augmented Reality, and Gamification for Stroke Patients’ Rehabilitation: Systematic Review

10.2196/12010 ◽  
2019 ◽  
Vol 6 (2) ◽  
pp. e12010 ◽  
Author(s):  
Omar Mubin ◽  
Fady Alnajjar ◽  
Nalini Jishtu ◽  
Belal Alsinglawi ◽  
Abdullah Al Mahmud

Background Robot-assisted therapy has become a promising technology in the field of rehabilitation for poststroke patients with motor disorders. Motivation during the rehabilitation process is a top priority for most stroke survivors. With current advancements in technology there has been the introduction of virtual reality (VR), augmented reality (AR), customizable games, or a combination thereof, that aid robotic therapy in retaining, or increasing the interests of, patients so they keep performing their exercises. However, there are gaps in the evidence regarding the transition from clinical rehabilitation to home-based therapy which calls for an updated synthesis of the literature that showcases this trend. The present review proposes a categorization of these studies according to technologies used, and details research in both upper limb and lower limb applications. Objective The goal of this work was to review the practices and technologies implemented in the rehabilitation of poststroke patients. It aims to assess the effectiveness of exoskeleton robotics in conjunction with any of the three technologies (VR, AR, or gamification) in improving activity and participation in poststroke survivors. Methods A systematic search of the literature on exoskeleton robotics applied with any of the three technologies of interest (VR, AR, or gamification) was performed in the following databases: MEDLINE, EMBASE, Science Direct & The Cochrane Library. Exoskeleton-based studies that did not include any VR, AR or gamification elements were excluded, but publications from the years 2010 to 2017 were included. Results in the form of improvements in the patients’ condition were also recorded and taken into consideration in determining the effectiveness of any of the therapies on the patients. Results Thirty studies were identified based on the inclusion criteria, and this included randomized controlled trials as well as exploratory research pieces. There were a total of about 385 participants across the various studies. The use of technologies such as VR-, AR-, or gamification-based exoskeletons could fill the transition from the clinic to a home-based setting. Our analysis showed that there were general improvements in the motor function of patients using the novel interfacing techniques with exoskeletons. This categorization of studies helps with understanding the scope of rehabilitation therapies that can be successfully arranged for home-based rehabilitation. Conclusions Future studies are necessary to explore various types of customizable games required to retain or increase the motivation of patients going through the individual therapies.

2018 ◽  
Author(s):  
Omar Mubin ◽  
Fady Alnajjar ◽  
Nalini Jishtu ◽  
Belal Alsinglawi ◽  
Abdullah Al Mahmud

BACKGROUND Robot-assisted therapy has become a promising technology in the field of rehabilitation for poststroke patients with motor disorders. Motivation during the rehabilitation process is a top priority for most stroke survivors. With current advancements in technology there has been the introduction of virtual reality (VR), augmented reality (AR), customizable games, or a combination thereof, that aid robotic therapy in retaining, or increasing the interests of, patients so they keep performing their exercises. However, there are gaps in the evidence regarding the transition from clinical rehabilitation to home-based therapy which calls for an updated synthesis of the literature that showcases this trend. The present review proposes a categorization of these studies according to technologies used, and details research in both upper limb and lower limb applications. OBJECTIVE The goal of this work was to review the practices and technologies implemented in the rehabilitation of poststroke patients. It aims to assess the effectiveness of exoskeleton robotics in conjunction with any of the three technologies (VR, AR, or gamification) in improving activity and participation in poststroke survivors. METHODS A systematic search of the literature on exoskeleton robotics applied with any of the three technologies of interest (VR, AR, or gamification) was performed in the following databases: MEDLINE, EMBASE, Science Direct & The Cochrane Library. Exoskeleton-based studies that did not include any VR, AR or gamification elements were excluded, but publications from the years 2010 to 2017 were included. Results in the form of improvements in the patients’ condition were also recorded and taken into consideration in determining the effectiveness of any of the therapies on the patients. RESULTS Thirty studies were identified based on the inclusion criteria, and this included randomized controlled trials as well as exploratory research pieces. There were a total of about 385 participants across the various studies. The use of technologies such as VR-, AR-, or gamification-based exoskeletons could fill the transition from the clinic to a home-based setting. Our analysis showed that there were general improvements in the motor function of patients using the novel interfacing techniques with exoskeletons. This categorization of studies helps with understanding the scope of rehabilitation therapies that can be successfully arranged for home-based rehabilitation. CONCLUSIONS Future studies are necessary to explore various types of customizable games required to retain or increase the motivation of patients going through the individual therapies.


2017 ◽  
Vol 63 (11) ◽  
pp. 1006-1012 ◽  
Author(s):  
Roberta Costa Espíndula ◽  
Gabriella Barbosa Nadas ◽  
Maria Inês da Rosa ◽  
Charlie Foster ◽  
Florentino Cardoso de Araújo ◽  
...  

Summary Introduction: Breast cancer is the leading type of cancer causing death in women worldwide. The incidence of the disease is expected to grow worldwide due to the aging of the population and risk factors related to lifestyle behaviors. Considering the lifestyle of women with breast cancer before or after surgery, pilates exercise may be a complementary intervention additionally to standard treatment. Objective: To analyze the efficacy of pilates compared to other exercises and to no exercise for women with breast cancer diagnosis. Method: We searched Medline via Pubmed, Embase via Ovid, Amed via EBSCO, Biosis via Ovid, Lilacs and the Cochrane Library for relevant publications until March 2017. The keywords used were pilates and “breast cancer,” and only randomized controlled trials were included. Critical appraisal was done using Risk of Bias Tool and GRADE score for assessing the quality of evidence. Results: A total of five studies were included in our review. Our results demonstrate that pilates or home-based exercises are better than no exercise in each individual study. We observed significant improvements in the pilates groups compared to home-based exercises. Additionally, in the individual studies, we observed improvements in range of motion, pain and fatigue. Conclusion: The evidence shows that pilates or home-based exercise should be encouraged to women with breast cancer.


The present work presents a research carried out with 6th and 7th grade students of Elementary School II at Escola Municipal Mon. Walfredo Gurgel Alto do Rodrigues/RN, aiming to encourage the use of materials such as Ruler and Square in Mathematics classes and to know your opinion about the use of Augmented Reality and Virtual Reality glasses. This aimed at a reflective analysis of how the inclusion of technologies in education can enhance learning when the use of multimedia resources that help in understanding mathematical concepts or that enable a dynamic visualization of the object of study are encouraged. She seeks to know what the contribution of this device to the teaching and learning process of Mathematics. Methodologically, the work is characterized as an exploratory research of qualitative and quantitative nature, with a bias towards a case study, with data collected through a semi-structured questionnaire with 102 students. We can count on an interdisciplinary planning to present the programmed contents with more meaning. The results were analyzed based on the research instruments and the testimonies of the students, in addition to a brief study on information and communication technologies applied to learning. Thus, the data are organized in graphs where the research findings are expressed.


2020 ◽  
Vol 9 (10) ◽  
pp. 3369
Author(s):  
Won-Seok Kim ◽  
Sungmin Cho ◽  
Jeonghun Ku ◽  
Yuhee Kim ◽  
Kiwon Lee ◽  
...  

Neurorehabilitation for stroke is important for upper limb motor recovery. Conventional rehabilitation such as occupational therapy has been used, but novel technologies are expected to open new opportunities for better recovery. Virtual reality (VR) is a technology with a set of informatics that provides interactive environments to patients. VR can enhance neuroplasticity and recovery after a stroke by providing more intensive, repetitive, and engaging training due to several advantages, including: (1) tasks with various difficulty levels for rehabilitation, (2) augmented real-time feedback, (3) more immersive and engaging experiences, (4) more standardized rehabilitation, and (5) safe simulation of real-world activities of daily living. In this comprehensive narrative review of the application of VR in motor rehabilitation after stroke, mainly for the upper limbs, we cover: (1) the technologies used in VR rehabilitation, including sensors; (2) the clinical application of and evidence for VR in stroke rehabilitation; and (3) considerations for VR application in stroke rehabilitation. Meta-analyses for upper limb VR rehabilitation after stroke were identified by an online search of Ovid-MEDLINE, Ovid-EMBASE, the Cochrane Library, and KoreaMed. We expect that this review will provide insights into successful clinical applications or trials of VR for motor rehabilitation after stroke.


Author(s):  
Aline Amaro DAMASCENO ◽  
Antônio Carlos PEREIRA ◽  
Andreza Maria Luzia Baldo de SOUZA ◽  
Luciane Miranda GUERRA ◽  
Denise de Fatima Barros CAVALCANTE ◽  
...  

ABSTRACT Objective Understanding the individual and collective behavior of individuals about their oral health conditions is important to prevent and control of dental caries. This study aimed to seek evidence of the relationship between social capital and caries experience. Methods Using a systematic review with meta-analysis, we searched articles in PubMed, ISI Web of Knowledge, LILACS, IBECS, BBO, SCIELO, The Cochrane Library and MEDLINE databases. Studies with humans, of all ages and languages, published until July 2019, which related social capital to the caries experience, were included in this review. Results We identified 1163 articles evaluated considering inclusion and exclusion criteria, leaving 5 articles selected to compose the study sample, and only 3 included in the meta-analysis. In the final analysis p value was significant (p <0.001), showing that both social cohesion and neighborhood empowerment are associated with the caries experience. In the random model, the individual has 2.39 chances of not having the caries disease. The results reinforce the importance of community social capital in the caries experience of individuals. Conclusions The high level of community social capital is directly related to lower caries experience rates.


Author(s):  
Clara E. Fernandes ◽  
Ricardo Morais

This technical paper will assess new technological advances that could change the way we buy clothes, exploring existing solutions that are still commonly confused with each other: Smart fitting rooms (SFR), interactive mirrors (IM), Virtual Reality (VR), and Augmented Reality (AR). The methodological approach based on an exploratory research will start with a literature review on SFR and IM, comparing the main differences between these two technologies and addressing their unsuccessful attempts in retail. Our research will also assess daily technologies, which could possibly improve the customer’s experience with online shopping, as well as customers with reduced mobility. With smart gadgets in every corner, consumers are more difficult to convince with innovative products. We will propose future possibilities for fashion retail, where results will be presented as a first approach, in hopes of creating innovative solutions for the future. Moreover, sustainable implications related with this approach will be addressed in our additional considerations. This technical study considers only two basic solutions that were eventually too complicated to fit into fashion retail, exploring additional solutions that could change these limitations. Although explored and researched in the last years, solutions like IM and SFR were once part of what was considered the future of fashion retail. However, poor business models and lack of technological advances at the time limited these solutions. New technologies such as Augmented Reality (AR), Virtual Reality (VR) and Mixed-Reality (MR), combined with the latest smartphone evolution could relaunch solutions like these.  


2021 ◽  
Vol 9 (3) ◽  
pp. 174-184
Author(s):  
I. N. Shishimorov ◽  
O, V. Magnitskaya ◽  
Yu. V. Ponomareva

The pandemic of the novel coronavirus infection 2019 (COVID-19) has changed many aspects of our lives and initiated numerous studies aimed at finding the factors that determine different courses of this infectious disease. The studies aimed at finding predictors of the severe course of this novel coronavirus infection, as well as the factors that determine the efficacy and safety of this disease pharmacotherapy, are acquiring special social significance.The aim of this work is to find and summarize information on genetic predictors of severe COVID-19, as well as pharmacogenetic aspects that determine the variability of the therapeutic response to the drugs recommended for COVID-19 treatment.Materials and methods. The article provides a review of scientific results on the research of gene polymorphism that determine a body’s response to the introduction of SARS-CoV-2 infection and the effects of pharmacotherapy for this disease, obtained from open and available sources within the period of 2019 – March 2021. The search was conducted in the following electronic databases: PubMed, Cochrane Library, ClinicalTrials.gov; Elibrary, Scopus. The main search inquiries were: “predictors + severe course + COVID-19”, “genetic variations + COVID-19”, “pharmacogenetics + COVID-19”, “gene polymorphism + SARS-CoV-2”, “pharmacotherapy + gene polymorphism + COVID-19” in both Russian and English.Results and conclusion. The exploratory research detailing the mechanisms of infecting with SARS-CoV-2, the variability of the disease severity and the individual characteristics of therapeutic responses to the drugs used, are being actively carried out by scientists all over the world. However, most of their scientific projects are diverse, and the possible predictors of a severe course of COVID-19 found in them, have not been confirmed or investigated in subsequent studies. A generalization of the individual studies results of the genetic predictors concerning COVID-19 severity and effectiveness of its pharmacotherapy, can become the basis for further search and increase the reliability of the data obtained in order to develop a strategy for preventing the spread of COVID-19 infection, to identify potential targets of the treatment, and develop the protocols for optimizing this disease pharmacotherapy.


2019 ◽  
Vol 28 (03) ◽  
pp. 183-191
Author(s):  
Michael Pfeifer ◽  
Yannis Dionyssiotis

AbstractWith increasing longevity, hip fractures become more and more a serious burden not only for societies in developed civilization, but also for emerging countries. According to world-wide projections 1.5 million people are affected each year. Although a lot of research has been performed over the last decade, there is still a lack of standardized and evidence-based approaches for prevention, treatment, and rehabilitation of this worst complication of osteoporosis.Therefore, the evidence base for this article was synthesized in accordance with SIGN methodology. Databases searched include Medline, Embase, Cinahl and the Cochrane Library between March 1999 and March 2019. The following terms are used: osteoporosis, hip fracture, rehabilitation, falls, muscle strength, nutrition, exercise, balance, sway, and hip protectors. Moreover, reference lists from included studies were checked and author`s names were searched for additional studies.Possibly, the best approach to rehabilitation after hip fracture is a multi-disciplinary team co-ordinating medical, social, educational and vocational measure for training or retraining the individual to the highest possible level of function. In order to prevent thromboembolism low-dose anti-coagulation therapy (e. g. fondaparinux, rivaroxaban) may be used for approximately two weeks after surgery. This should be accompanied by a daily nutritional intake of at least 20 g protein, 1200 mg of elemental calcium and 800 I. U. of vitamin D, whereas in severe vitamin D insufficiencies recommendations may be certainly higher.After surgical repair of the hip fracture, an anti-resorptive medication may be started. While balance training and performing of Tai Chi has been shown to reduce fall risk and thereby also decrease hip fracture risk, the use of hip protectors is still under evaluation and cannot be generally advocated.


2021 ◽  
Author(s):  
Yahia Baashar ◽  
Gamal Alkawsi ◽  
Hitham Alhussian ◽  
Ayed Alwadain ◽  
Areej Babiker ◽  
...  

BACKGROUND Augmented reality (AR) is an interactive technology which uses persuasive digital data and real-world surroundings to expand the user's reality, where objects are produced by various computer applications. It proposes a novel advancement to medical care, education and training. Augmented reality assists in surgery preparation and patient care, as well as aiding patients and their families in recognizing complex medical conditions. OBJECTIVE The aim of this work was to assess how effective AR is in medical department training compared to other educational methods in terms of skills, knowledge, confidence, performance time and satisfaction. METHODS We performed a meta-analysis of the efficacy of augmented reality in science and medical training constructed by the Cochrane methodology. An online literature search was performed using the Cochrane Library, Web of Science, PubMed, and Embase to find studies that recorded the effect of AR in the medical training up to April 2021. The selection of studies and extraction of data were independently carried out by two Authors. The quality of the selected studies was achieved by following the criteria of Cochrane for “risk-of-bias evaluation”. RESULTS Thirteen studies, with a total of 654 participants, were included for the meta-analysis. The findings showed that AR in training can improve participants' knowledge ([SMD]=-0.69, 95% CI -0.89 to -0.50, P<.001, I2=68%) and skill ([SMD]=1.62, 95% CI 1.14 to 2.09, P<.001, I2=0%) more effectively than con-trol conditions. Meanwhile AR did not have any effect on the participants’ confidence ([SMD]=0.53, 95% CI 0.15 - 0.91, P=.007, I2=91%), performance time ([SMD]= -0.95, 95% CI -1.28 to -0.63, P<.001, I2=92%) and satisfaction ([SMD]= 0.22, 95% CI -0.08 to 0.51, P=.15, I2=90%). The meta regression plot shows that there is increase in number of articles discussing AR over the years and there is no publi-cation bias in the studies used for the meta-analysis. CONCLUSIONS The findings of this work suggest that augmented reality can effectively advance the skills and knowledge in the medical training, but not very effective in areas such as performance time, confidence and satisfaction. Therefore, more of augmented reality should be implored in the field of medical training and education. However, to confirm these findings, more meticulous research with a larger participant are needed.


Author(s):  
Maria Georgi ◽  
Sonam Patel ◽  
Devansh Tandon ◽  
Ayush Gupta ◽  
Alexander Light ◽  
...  

Background Augmented reality (AR) in surgery can offer an enhanced view of reality through the superimposition of computer-generated digital images on the real environment. It allows surgeons to integrate image visualisation, improving operative efficiency, surgical outcomes, surgical training and patient education. This review aims to evaluate the current status of augmented reality in surgery, surgical training and potential future applications. Methods We performed a non-systematic review of available literature from January 2005 to August 2021 by searching PubMed, EMBASE and the Cochrane library using a combination of terms &ldquo;augmented reality&rdquo;, &ldquo;virtual reality&rdquo;, &ldquo;surgery&rdquo;, &ldquo;simulation&rdquo; and &ldquo;training&rdquo;. Articles considered for this review were identified by relevant search criteria including title, keywords, abstract, and full-text. Conclusions AR technologies present an exciting new trend with multiple potential applications in surgery. Intraoperative AR systems have shown promise in specialties involving fine movement of organs during surgical procedures, including Neurosurgery, Ears, Nose and Throat and Orthopaedic Surgery. AR has also exhibited the potential to enhance surgical training and improve knowledge acquisition; it can foster international collaborations via telesurgery and telepresence. In the near future, AR will likely work in symbiosis with surgeons, serving as a complex computer-human coalition which can improve patient outcomes, patient education and surgical training.


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