Literature DB >> 21410403

Facilitating clinical decision-making about the use of virtual reality within paediatric motor rehabilitation: describing and classifying virtual reality systems.

Jane Galvin1, Danielle Levac.   

Abstract

AIM: The use of virtual reality (VR) as a therapeutic intervention to improve motor function is an emerging area of rehabilitation practice and research. This paper describes VR systems reported in research literature and proposes a classification framework that categorizes VR systems according to characteristics relevant to motor rehabilitation.
METHODS: A comprehensive database search was undertaken to explore VR systems used in motor rehabilitation for children. Description of these systems, motor learning literature and expert opinion informed development of a classification framework.
RESULTS: Six VR systems are included. The descriptive analysis describes each system according to 12 user, system and context variables. The classification framework identifies three features common to all VR systems. Seven categories are proposed to differentiate between systems.
CONCLUSION: This paper organizes available information to facilitate clinical decision-making about VR systems and identifies areas of research to support the use of VR as a therapeutic intervention.

Entities:  

Mesh:

Year:  2011        PMID: 21410403     DOI: 10.3109/17518423.2010.535805

Source DB:  PubMed          Journal:  Dev Neurorehabil        ISSN: 1751-8423            Impact factor:   2.308


  8 in total

1.  "Kinect-ing" with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation.

Authors:  Danielle Levac; Deborah Espy; Emily Fox; Sujata Pradhan; Judith E Deutsch
Journal:  Phys Ther       Date:  2014-09-25

2.  Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation.

Authors:  Judith E Deutsch; Sarah Westcott McCoy
Journal:  Pediatr Phys Ther       Date:  2017-07       Impact factor: 3.049

3.  The effects of exergaming on pain, postural control, technology acceptance and flow experience in older people with chronic musculoskeletal pain: a randomised controlled trial.

Authors:  Jae-Llane Ditchburn; Paul van Schaik; John Dixon; Alasdair MacSween; Denis Martin
Journal:  BMC Sports Sci Med Rehabil       Date:  2020-10-09

4.  A knowledge translation intervention to enhance clinical application of a virtual reality system in stroke rehabilitation.

Authors:  Danielle Levac; Stephanie M N Glegg; Heidi Sveistrup; Heather Colquhoun; Patricia A Miller; Hillel Finestone; Vincent DePaul; Jocelyn E Harris; Diana Velikonja
Journal:  BMC Health Serv Res       Date:  2016-10-06       Impact factor: 2.655

5.  Effect of a Home-Based Virtual Reality Intervention for Children with Cerebral Palsy Using Super Pop VR Evaluation Metrics: A Feasibility Study.

Authors:  Yuping Chen; Sergio Garcia-Vergara; Ayanna M Howard
Journal:  Rehabil Res Pract       Date:  2015-09-17

6.  Mitii™ ABI: study protocol of a randomised controlled trial of a web-based multi-modal training program for children and adolescents with an Acquired Brain Injury (ABI).

Authors:  Roslyn N Boyd; Emmah Baque; Adina Piovesana; Stephanie Ross; Jenny Ziviani; Leanne Sakzewski; Lee Barber; Owen Lloyd; Lynne McKinlay; Koa Whittingham; Anthony C Smith; Stephen Rose; Simona Fiori; Ross Cunnington; Robert Ware; Melinda Lewis; Tracy A Comans; Paul A Scuffham
Journal:  BMC Neurol       Date:  2015-08-19       Impact factor: 2.474

7.  Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play.

Authors:  Danielle Levac; Joanna Nawrotek; Emilie Deschenes; Tia Giguere; Julie Serafin; Martin Bilodeau; Heidi Sveistrup
Journal:  JMIR Serious Games       Date:  2016-06-01       Impact factor: 4.143

8.  Balance and mobility training at home using Wii Fit in children with cerebral palsy: a feasibility study.

Authors:  Hsiu-Ching Chiu; Louise Ada; Shin-Da Lee
Journal:  BMJ Open       Date:  2018-05-15       Impact factor: 2.692

  8 in total

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