Virtual Reality for Sensorimotor Rehabilitation Post-Stroke: The Promise and Current State of the Field
Identifieur interne : 002D42 ( Ncbi/Checkpoint ); précédent : 002D41; suivant : 002D43Virtual Reality for Sensorimotor Rehabilitation Post-Stroke: The Promise and Current State of the Field
Auteurs : Gerard G. Fluet ; Judith E. DeutschSource :
- Current physical medicine and rehabilitation reports [ 2167-4833 ] ; 2013.
Abstract
Developments over the past 2 years in virtual reality (VR) augmented sensorimotor rehabilitation of upper limb use and gait post-stroke were reviewed. Studies were included if they evaluated comparative efficacy between VR and standard of care, and or differences in VR delivery methods; and were CEBM (center for evidence based medicine) level 2 or higher. Eight upper limb and two gait studies were included and described using the following categories hardware (input and output), software (virtual task and feedback and presentation) intervention (progression and dose), and outcomes. Trends in the field were commented on, gaps in knowledge identified, and areas of future research and translation of VR to practice were suggested.
Url:
DOI: 10.1007/s40141-013-0005-2
PubMed: 24579058
PubMed Central: 3933268
Affiliations:
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PMC:3933268Le document en format XML
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<front><div type="abstract" xml:lang="en"><p id="P1">Developments over the past 2 years in virtual reality (VR) augmented sensorimotor rehabilitation of upper limb use and gait post-stroke were reviewed. Studies were included if they evaluated comparative efficacy between VR and standard of care, and or differences in VR delivery methods; and were CEBM (center for evidence based medicine) level 2 or higher. Eight upper limb and two gait studies were included and described using the following categories hardware (input and output), software (virtual task and feedback and presentation) intervention (progression and dose), and outcomes. Trends in the field were commented on, gaps in knowledge identified, and areas of future research and translation of VR to practice were suggested.</p>
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