Application of Virtual Reality in Cognitive Rehabilitation

2022 ◽  
pp. 217-232
Author(s):  
Susmita Halder

Virtual reality (VR) is defined as a simulation of the real world using computer graphics. The basic components of a VR application or program are interaction and immersion. Human-computer interaction is achieved through multiple sensory channels that allow individuals to explore virtual environments through senses. Immersion is considered the degree to which the individual feels engrossed or enveloped within the virtual environment. Scope of virtual reality is quite wide and varied, including technology, industry, education, and health. In the health sector, it has a significant role in assessment as well as intervention. Specific to human behavior and cognition, virtual reality's (VR) application is for cognitive assessment and rehabilitation. VR offers the potential to develop human testing and training environments that allow for the precise control of complex stimulus presentations in which human cognitive and functional performance can be accurately assessed and rehabilitated.

2021 ◽  
Author(s):  
Federica Pallavicini ◽  
Alessandro Pepe ◽  
Massimo Clerici ◽  
Fabrizia Mantovani

BACKGROUND Since the COVID-19 outbreak, the adoption rate of virtual reality in medicine has seen a massive rise. Many hospitals and medical universities rushed to implement virtual reality to remotely provide medical treatment or medical education and training. OBJECTIVE This systematic review aimed to describe the literature on virtual reality applications during the COVID-19 crisis to treat mental and physical health conditions and for medical education and training. METHODS A systematic search of the literature was made following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. It was pre-registered in the International Platform of Registered Systematic Review and Meta-analysis Protocols (INPLASY)— INPLASY202190108. The search databases were PsycINFO, Web of Science, and Medline. The search string was: [(“virtual reality”)] AND [(“COVID-19”)]. RESULTS N=44 studies met inclusion criteria during the period 2020 – 2021. CONCLUSIONS Findings show the benefit of virtual reality for treating several mental health conditions during the COVID-19 pandemic, including stress, anxiety, and depression, and for cognitive rehabilitation. Besides, VR was useful to promote physical exercise and for the management of chronic pain. As regards education and training, virtual reality resulted an effective learning tool during the COVID-19 pandemic in many medical areas such as nursing, pediatry,cardiology, and urology. The majority of the retrieved studies recruited young adults. Studies showed the usefulness of VR for the treatment of health problems and for medical education and training both in the format with high immersion (i.e., immersive VR) and in that with a low level of immersion (i.e., desktop VR). Various VR systems (i.e., PC-based, mobile, standalone) and contents (i.e., 360° videos and photos, virtual environments, VR games, embodied virtual agents) showed positive results. Finally, VR has been used successfully in both face-to-face and remote trials.


Author(s):  
Vrushali Jadhav ◽  

Schizophrenia is a serious mental illness that affects how a person thinks, feels and behaves. People with schizophrenia may seem like they have lost touch with reality, which causes significant distress for the individual, their family members and friends. If left untreated, symptoms of schizophrenia can be persistent and disabling. Cognitive perceptual impairment is a core feature of schizophrenia and several studies have demonstrated that it is strongly related with daily functioning and other functional outcomes. Several RCTs have demonstrated that patients with schizophrenia improve negative symptomatology after cognitive rehabilitation. The prevalence of schizophrenia affects patient’s participation in functional tasks. The aim of this review was to explore literature; published in the past 15 years in the area of cognitive perceptual deficits in schizophrenia and functional impairments caused due to it. We also explored the strategies for remediation. In this integrated mini review, published researches were reviewed including RCTs, observational studies, interventional , experimental, correlational studies, case reports and systematic reviews. To conclude, it was analyzed that dysfunctions in working memory, attention and abstract thinking and problem solving have been extensively documented in schizophrenia, which may improve slightly with remedial strategies.


Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


2020 ◽  
Vol 22 (11) ◽  
pp. 11-15
Author(s):  
Gan N.Yu. ◽  
Ponomareva L.I. ◽  
Obukhova K.A.

Today, worldview, spiritual and moral problems that have always been reflected in education and upbringing come to the fore in society. In this situation, there is a demand for philosophical categories. One of the priority goals of education in modern conditions is the formation of a reasonable, reflexive person who is able to analyze their actions and the actions of other people. Modern science is characterized by an understanding of the absolute value and significance of childhood in the development of the individual, which implies the need for its multilateral study. In the conditions of democratization of all spheres of life, the child ceases to be a passive object of education and training, and becomes an active carrier of their own meanings of being and the subject of world creation. One of the realities of childhood is philosophizing, so it is extremely timely to address the identification of its place and role in the world of childhood. Children's philosophizing is extremely poorly studied, although the need for its analysis is becoming more obvious. Children's philosophizing is one of the forms of philosophical reflection, which has its own qualitative specificity, on the one hand, and commonality with all other forms of philosophizing, on the other. The social relevance of the proposed research lies in the fact that children's philosophizing can be considered as an intellectual indicator of a child's socialization, since the process of reflection involves the adoption and development of culture. Modern society, in contrast to the traditional one, is ready to "accept" a philosophizing child, which means that it is necessary to determine the main characteristics and conditions of children's philosophizing.


2021 ◽  
Vol 11 (4) ◽  
pp. 1469
Author(s):  
Luciana Labanca ◽  
Giuseppe Barone ◽  
Stefano Zaffagnini ◽  
Laura Bragonzoni ◽  
Maria Grazia Benedetti

Knee osteoarthritis (OA) leads to the damage of all joint components, with consequent proprioceptive impairment leading to a decline in balance and an increase in the risk of falls. This study was aimed at assessing postural stability and proprioception in patients with knee OA, and the relation between the impairment in postural stability and proprioception with the severity of OA and functional performance. Thirty-eight patients with knee OA were recruited. OA severity was classified with the Kellgren–Lawrence score. Postural stability and proprioception were assessed in double- and single-limb stance, in open- and closed-eyes with an instrumented device. Functional performance was assessed using the Knee Score Society (KSS) and the Short Performance Physical Battery (SPPB). Relationships between variables were analyzed. Postural stability was reduced with respect to reference values in double-limb stance tests in all knee OA patients, while in single-stance only in females. Radiological OA severity, KSS-Functional score and SPPB were correlated with greater postural stability impairments in single-stance. Knee OA patients show decreased functional abilities and postural stability impairments. Proprioception seems to be impaired mostly in females. In conclusion, clinical management of patients with OA should include an ongoing assessment and training of proprioception and postural stability during rehabilitation.


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