Literature DB >> 26527045

Advantages and limitations of virtual reality for balance assessment and rehabilitation.

M Morel1, B Bideau2, J Lardy2, R Kulpa2.   

Abstract

Virtual reality (VR) is now commonly used in many domains because of its ability to provide a standardized, reproducible and controllable environment. In balance assessment, it can be used to control stimuli presented to patients and thus accurately evaluate their progression or compare them to different populations in standardized situations. In balance rehabilitation, VR allows the creation of new generation tools and at the same time the means to assess the efficiency of each parameter of these tools in order to optimize them. Moreover, with the development of low-cost devices, this rehabilitation can be continued at home, making access to these tools much easier, in addition to their entertaining and thus motivating properties. Nevertheless, and even more with low-cost systems, VR has limits that can alter the results of the studies that use it: the latency of the system (the delay cumulated on each step of the process from data acquisition on the patients to multimodal outputs); and distance perception, which tends to be underestimated in VR. After having described why VR is an essential tool for balance assessment and rehabilitation and illustrated this statement with a case study, this review discusses the previous works in the domain with regards to the technological limits of VR.
Copyright © 2015 Elsevier Masson SAS. All rights reserved.

Entities:  

Keywords:  Assessment; Balance; Rehabilitation; Réalité virtuelle; Rééducation; Virtual reality; Équilibre; Évaluation

Mesh:

Year:  2015        PMID: 26527045     DOI: 10.1016/j.neucli.2015.09.007

Source DB:  PubMed          Journal:  Neurophysiol Clin        ISSN: 0987-7053            Impact factor:   3.734


  7 in total

1.  Effects of using immersive virtual reality on time and steps during a locomotor task in young adults.

Authors:  Alexandre Renaux; Frédéric Muhla; Fabien Clanché; Philippe Meyer; Séverine Maïaux; Sophie Colnat-Coulbois; Gérome Gauchard
Journal:  PLoS One       Date:  2022-10-10       Impact factor: 3.752

Review 2.  Virtual reality in concussion management: from lab to clinic.

Authors:  Fernando V Santos; Felipe Yamaguchi; Thomas A Buckley; Jaclyn B Caccese
Journal:  J Clin Transl Res       Date:  2020-04-28

Review 3.  Upper Limb Home-Based Robotic Rehabilitation During COVID-19 Outbreak.

Authors:  Hemanth Manjunatha; Shrey Pareek; Sri Sadhan Jujjavarapu; Mostafa Ghobadi; Thenkurussi Kesavadas; Ehsan T Esfahani
Journal:  Front Robot AI       Date:  2021-05-24

4.  Voluntarily controlled but not merely observed visual feedback affects postural sway.

Authors:  Shu Imaizumi; Tomohisa Asai; Kentaro Hiromitsu; Hiroshi Imamizu
Journal:  PeerJ       Date:  2018-04-17       Impact factor: 2.984

5.  Dynamic Visual Stimulations Produced in a Controlled Virtual Reality Environment Reveals Long-Lasting Postural Deficits in Children With Mild Traumatic Brain Injury.

Authors:  Thomas Romeas; Selma Greffou; Remy Allard; Robert Forget; Michelle McKerral; Jocelyn Faubert; Isabelle Gagnon
Journal:  Front Neurol       Date:  2021-11-25       Impact factor: 4.003

6.  Developing attention deficits/hyperactivity disorder-virtual reality diagnostic tool with machine learning for children and adolescents.

Authors:  Tjhin Wiguna; Raymond Bahana; Bayu Dirgantoro; Kusuma Minayati; Sylvie Dominic Teh; Raden Irawati Ismail; Fransiska Kaligis; Ngurah Agung Wigantara
Journal:  Front Psychiatry       Date:  2022-09-21       Impact factor: 5.435

Review 7.  Challenges and Practical Considerations in Applying Virtual Reality in Medical Education and Treatment.

Authors:  Tayebeh Baniasadi; Seyed Mohammad Ayyoubzadeh; Niloofar Mohammadzadeh
Journal:  Oman Med J       Date:  2020-05-18
  7 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.