Literature DB >> 19592789

Virtual reality environments to enhance upper limb functional recovery in patients with hemiparesis.

Mindy F Levin1, Luiz Alberto Manfre Knaut, Eliane C Magdalon, Sandeep Subramanian.   

Abstract

Impairments in reaching and grasping have been well-documented in patients with post-stroke hemiparesis. Patients have deficits in spatial and temporal coordination and may use excessive trunk displacement to assist arm transport during performance of upper limb tasks. Studies of therapeutic effectiveness have shown that repetitive task-specific practice may improve motor function outcomes. Movement retraining may be optimized when done in virtual reality (VR) environments. Environments created with VR technology can incorporate elements essential to maximize motor learning, such as repetitive and varied task practice, performance feedback and motivation. Haptic technology can also be incorporated into VR environments to enhance the user's sense of presence and to make motor tasks more ecologically relevant to the participant. As a first step in the validation of the use of VR environments for rehabilitation, it is necessary to demonstrate that movements made in virtual environments are similar to those made in equivalent physical environments. This has been verified in a series of studies comparing pointing and reaching/grasping movements in physical and virtual environments. Because of the attributes of VR, rehabilitation of the upper limb using VR environments may lead to better rehabilitation outcomes than conventional approaches.

Entities:  

Mesh:

Year:  2009        PMID: 19592789

Source DB:  PubMed          Journal:  Stud Health Technol Inform        ISSN: 0926-9630


  17 in total

1.  Applications of Brain-Machine Interface Systems in Stroke Recovery and Rehabilitation.

Authors:  Anusha Venkatakrishnan; Gerard E Francisco; Jose L Contreras-Vidal
Journal:  Curr Phys Med Rehabil Rep       Date:  2014-06-01

2.  Modifying Kinect placement to improve upper limb joint angle measurement accuracy.

Authors:  Na Jin Seo; Mojtaba F Fathi; Pilwon Hur; Vincent Crocher
Journal:  J Hand Ther       Date:  2016-10-18       Impact factor: 1.950

3.  Neurorehabilitation using the virtual reality based Rehabilitation Gaming System: methodology, design, psychometrics, usability and validation.

Authors:  Mónica S Cameirão; Sergi Bermúdez I Badia; Esther Duarte Oller; Paul F M J Verschure
Journal:  J Neuroeng Rehabil       Date:  2010-09-22       Impact factor: 4.262

4.  Virtual Reality for Sensorimotor Rehabilitation Post-Stroke: The Promise and Current State of the Field.

Authors:  Gerard G Fluet; Judith E Deutsch
Journal:  Curr Phys Med Rehabil Rep       Date:  2013-03

5.  Home-Based Functional Electrical Stimulation-Assisted Hand Therapy Video Games for Children With Hemiplegia: Development and Proof-of-Concept.

Authors:  Michael J Fu; Anna Curby; Ryan Suder; Benjamin Katholi; Jayme S Knutson
Journal:  IEEE Trans Neural Syst Rehabil Eng       Date:  2020-05-11       Impact factor: 3.802

Review 6.  Stroke Rehabilitation Using Virtual Environments.

Authors:  Michael J Fu; Jayme S Knutson; John Chae
Journal:  Phys Med Rehabil Clin N Am       Date:  2015-08-01       Impact factor: 1.784

7.  Minimal forced use without constraint stimulates spontaneous use of the impaired upper extremity following motor cortex injury.

Authors:  Warren G Darling; Marc A Pizzimenti; Diane L Rotella; Stephanie M Hynes; Jizhi Ge; Kimberly S Stilwell-Morecraft; Tyler Vanadurongvan; David W McNeal; Kathryn M Solon-Cline; Robert J Morecraft
Journal:  Exp Brain Res       Date:  2010-01-28       Impact factor: 1.972

8.  Effect of virtual reality therapy on functional development in children with cerebral palsy: A single-blind, prospective, randomized-controlled study.

Authors:  Burcu Metin Ökmen; Meryem Doğan Aslan; Güldal Funda Nakipoğlu Yüzer; Neşe Özgirgin
Journal:  Turk J Phys Med Rehabil       Date:  2019-11-22

9.  Sequence-specific implicit motor learning using whole-arm three-dimensional reach movements.

Authors:  Jessica Baird; Jill Campbell Stewart
Journal:  Exp Brain Res       Date:  2017-10-26       Impact factor: 1.972

10.  Does use of a virtual environment change reaching while standing in patients with traumatic brain injury?

Authors:  Amanda Y Schafer; Ksenia I Ustinova
Journal:  J Neuroeng Rehabil       Date:  2013-07-16       Impact factor: 4.262

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