| Literature DB >> 31226995 |
Emily A Keshner1, Patrice Tamar Weiss2, Dorit Geifman3, Daphne Raban3.
Abstract
BACKGROUND: Application of virtual reality (VR) to rehabilitation is relatively recent with clinical implementation very rapidly following technological advancement and scientific discovery. Implementation is often so rapid that demonstrating intervention efficacy and establishing research priorities is more reactive than proactive. This study used analytical tools from information science to examine whether application of VR to rehabilitation has evolved as a distinct field of research or is primarily a methodology in core disciplines such as biomedical engineering, medicine and psychology.Entities:
Keywords: Interdisciplinary; Scientific communities; Topic modeling; Virtual rehabilitation
Mesh:
Year: 2019 PMID: 31226995 PMCID: PMC6588867 DOI: 10.1186/s12984-019-0552-6
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 4.262
Fig. 1Key technological developments that influenced the use of VR technology in rehabilitation
Fig. 2A schematic demonstration of the LDA topic modeling process schematically demonstrates how the LDA algorithm processes words that are included in a large corpus of publications in the field of VR-based rehabilitation (left of diagram). a Terms distribution over topics. b Topic distribution over publications
Topics in the three periods identified by using the topic modeling algorithm. Topics in bold are those removed from the analysis. “N” is the number of publications per topic
| Topic | Period 1: 1996 to 2005 | Period 2: 2006 to 2014 | Period 3: 2015 to mid-2018 | |||
|---|---|---|---|---|---|---|
| Topic Name | N | Topic Name | N | Topic Name | N | |
| 1 |
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| Gait | 100 | Gait and Balance | 68 |
| 3 |
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| Motor Imagery | 92 |
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| 4 | Technology for Rehabilitation | 27 | Technology for Rehabilitation | 105 | Robotics for Upper Extremity Rehabilitation | 115 |
| 5 |
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| 6 | Rehabilitation Interventions | 76 | Vision and Driving Simulations | 88 |
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| 7 |
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| Gaming | 76 |
| 8 | Assistive Technologies | 37 | General Gaming | 76 | Measurement for Assessment | 56 |
| 9 | Computer Based Simulation | 23 |
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| Gaming | 78 |
| 10 | Simulation for Functional Assessment and Teaching | 31 | Upper Extremity Rehabilitation | 120 |
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| 11 | Ergonomics and Simulation | 21 | Cognitive Rehabilitation Assessment and Intervention | 89 | Assessment and Intervention | 74 |
| 12 |
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| Meta-Analyses | 82 |
| 13 | VR-based Rehabilitation | 15 | Gaming | 114 | Cognitive Rehabilitation | 93 |
| 14 |
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| Motor Rehabilitation | 119 |
| 15 |
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Topic themes based on terms, titles, keywords and absracts of the 20 most relevant papers. N is the number of publications per topic
| Topic | # Publications |
|---|---|
| Cognitive issues | 230 |
| Tele-Rehabilitation | 226 |
| Simulation | 140 |
| Psychological issues | 105 |
| Neural impact | 226 |
| Gait & Balance | 190 |
| Perception/ Navigation | 162 |
| Gaming | 169 |
| Neurological conditions | 133 |
| Interventions | 233 |
Fig. 3Probability distribution of 20 highest ranking terms in each of two topics
Fig. 4Number of publications per year across the 3 periods. Note that Period 3 includes only the first 6 months of 2018
Number of and percentage of publications in the 10 most relevant WoS Subject Categories for the total study period and for each of P1, P2 and P3
| WoS Subject Categories | Total | P1 | P2 | P3 | ||||
|---|---|---|---|---|---|---|---|---|
| N | % | N | % | N | % | N | % | |
| Rehabilitation | 919 | 37.1 | 126 | 39.3 | 432 | 36.8 | 361 | 36.7 |
| Neurosciences & Neurology | 532 | 21.5 | 33 | 10.3 | 294 | 25.1 | 205 | 20.8 |
| Engineering | 283 | 11.4 | 27 | 8.4 | 144 | 12.3 | 112 | 11.4 |
| Psychology | 173 | 7.0 | 38 | 11.8 | 78 | 6.6 | 57 | 5.8 |
| Sport Sciences | 145 | 5.9 | 28 | 8.7 | 69 | 5.9 | 48 | 4.9 |
| Computer Science | 137 | 5.5 | 39 | 12.1 | 42 | 3.6 | 56 | 5.7 |
| Health Care Sciences & Services | 105 | 4.2 | 9 | 2.8 | 37 | 3.2 | 59 | 6.0 |
| Orthopedics | 67 | 2.7 | 5 | 1.6 | 32 | 2.7 | 30 | 3.0 |
| Education & Educational Research | 60 | 2.4 | 16 | 5.0 | 17 | 1.4 | 27 | 2.7 |
| Public, Environmental & Occupational Health | 57 | 2.3 | 0 | 0.0 | 28 | 2.4 | 29 | 2.9 |
| Total | 2478 | 100.0 | 321 | 100.0 | 1173 | 100.0 | 984 | 100.0 |
Fig. 5Proportion of publications for each topic in each period
Fig. 6Weighted frequency of important terms over the 10 topics
Fig. 7The citation network. a The network of publications from the topics of Cognitive Issues, Perception and Navigation, Simulation, and Neural Impact demonstrating the two assemblages. b Topics of Gait and Balance, Interventions, and Gaming added to the network portrayed in (a). c The addition of Psychological issues to (b). d The complete network with all topics included. The size of each circle is indicative of the number of citations from articles within our database for that particular publication
Probability distribution of terms over topics
| Neurological conditions | Cognitive rehabilitation | Simulation | Gait & Balance | Gaming | |||||
| Term | Probability | Term | Probability | Term | Probability | Term | Probability | Term | Probability |
| studies | 0.0347 | Cognitive | 0.0396 | simulation | 0.0425 | balance | 0.0633 | games | 0.0646 |
| effects | 0.0313 | Task | 0.0332 | measures | 0.0329 | control | 0.0400 | exercise | 0.0416 |
| intervention | 0.0296 | Performance | 0.0220 | assessment | 0.0303 | gait | 0.0379 | children | 0.0359 |
| Trial | 0.0296 | brain | 0.0215 | performance | 0.0293 | walking | 0.0319 | activity | 0.0261 |
| rehabilitation | 0.0278 | learning | 0.0214 | injury | 0.0287 | postural | 0.0204 | physical | 0.0241 |
| included | 0.0231 | skills | 0.0190 | driving | 0.0203 | effects | 0.0189 | wii | 0.0232 |
| evidence | 0.0196 | impairment | 0.0182 | validity | 0.0148 | training | 0.0150 | video | 0.0196 |
| quality | 0.0166 | assessment | 0.0167 | reliability | 0.0146 | falls | 0.0139 | cerebral | 0.0167 |
| therapy | 0.0162 | memory | 0.0163 | time | 0.0143 | speed | 0.0135 | palsy | 0.0150 |
| outcome | 0.0149 | function | 0.0146 | tests | 0.0134 | vestibular | 0.0120 | play | 0.0144 |
| systematic | 0.0117 | ability | 0.0131 | model | 0.0131 | dynamic | 0.0118 | motivation | 0.0138 |
| clinical | 0.0113 | attention | 0.0131 | evaluation | 0.0112 | treadmill | 0.0117 | fit | 0.0131 |
| based | 0.0099 | deficits | 0.0117 | traumatic | 0.0106 | adults | 0.0116 | age | 0.0112 |
| control | 0.0095 | people | 0.0104 | brain | 0.0103 | disease | 0.0110 | level | 0.0105 |
| limited | 0.0092 | executive | 0.0101 | rate | 0.0094 | stability | 0.0108 | exergames | 0.0103 |
| data | 0.0089 | disability | 0.0093 | correlation | 0.0091 | Parkinson | 0.0092 | feasibility | 0.0100 |
| improve | 0.0087 | spatial | 0.0092 | setting | 0.0089 | time | 0.0089 | Kinect | 0.0091 |
| treatment | 0.0087 | navigation | 0.0089 | TBI | 0.0080 | increased | 0.0086 | participation | 0.0085 |
| search | 0.0078 | social | 0.0086 | objective | 0.0076 | improve | 0.0084 | Nintendo | 0.0084 |
| physical | 0.0078 | injury | 0.0083 | spinal | 0.0075 | muscle | 0.0084 | adults | 0.0081 |
| Interventions | Neural impact | Perception/Navigation | Psychological issues | Tele-Rehabilitation | |||||
| term | Probability | term | Probability | term | Probability | term | Probability | term | Probability |
| training | 0.0594 | motor | 0.0725 | visual | 0.0387 | virtual | 0.2631 | rehabilitation | 0.0687 |
| patients | 0.0535 | stroke | 0.0494 | feedback | 0.0263 | reality | 0.1102 | system | 0.0608 |
| improve | 0.0417 | upper | 0.0418 | motion | 0.0210 | environment | 0.0488 | technology | 0.0309 |
| stroke | 0.0363 | movement | 0.0388 | task | 0.0184 | real | 0.0209 | design | 0.0224 |
| rehabilitation | 0.0298 | limb | 0.0324 | neglect | 0.0150 | pain | 0.0200 | based | 0.0215 |
| function | 0.0262 | hand | 0.0271 | movement | 0.0142 | patients | 0.0151 | developed | 0.0201 |
| week | 0.0234 | function | 0.0265 | healthy | 0.0141 | disorders | 0.0149 | computer | 0.0178 |
| control | 0.200 | arm | 0.0257 | kinematics | 0.0131 | immersive | 0.0115 | device | 0.0145 |
| therapy | 0.0197 | rehabilitation | 0.0237 | reaching | 0.0124 | body | 0.0101 | interactive | 0.0142 |
| program | 0.0190 | extremity | 0.0218 | force | 0.0115 | training | 0.0096 | user | 0.0141 |
| effects | 0.0180 | therapy | 0.0203 | adaptation | 0.0114 | experience | 0.0094 | applications | 0.0124 |
| intervention | 0.0178 | activity | 0.0196 | head | 0.0114 | world | 0.0089 | patients | 0.0115 |
| sessions | 0.0174 | recovery | 0.0191 | target | 0.0108 | subject | 0.0082 | therapists | 0.0111 |
| based | 0.0169 | stimulation | 0.0176 | conditions | 0.0096 | objective | 0.0074 | clinical | 0.0102 |
| treatment | 0.0159 | robot | 0.0169 | patients | 0.0095 | enhance | 0.0074 | assisted | 0.0094 |
| significant | 0.0145 | observed | 0.0098 | display | 0.0082 | behavior | 0.0065 | interface | 0.0091 |
| outcome | 0.0141 | imagery | 0.0090 | perception | 0.0081 | system | 0.0063 | provide | 0.0090 |
| trial | 0.0135 | mirror | 0.0082 | performance | 0.0075 | potential | 0.0059 | evaluation | 0.0086 |
| reality | 0.0128 | induced | 0.0079 | environment | 0.0075 | purpose | 0.0058 | proposed | 0.0080 |
| post | 0.0124 | control | 0.0077 | degrees | 0.0072 | exposure | 0.0056 | telerehabilitation | 0.0080 |