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Virtual reality and stroke

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https://www.readbyqxmd.com/read/29770439/increase-of-frontal-neuronal-activity-in-chronic-neglect-after-training-in-virtual-reality
#1
U Ekman, H Fordell, J Eriksson, N Lenfeldt, A Wåhlin, A Eklund, J Malm
OBJECTIVES: A third of patients with stroke acquire spatial neglect associated with poor rehabilitation outcome. New effective rehabilitation interventions are needed. Scanning training combined with multisensory stimulation to enhance the rehabilitation effect is suggested. In accordance, we have designed a virtual-reality based scanning training that combines visual, audio and sensori-motor stimulation called RehAtt® . Effects were shown in behavioural tests and activity of daily living...
May 16, 2018: Acta Neurologica Scandinavica
https://www.readbyqxmd.com/read/29755378/the-architectonic-experience-of-body-and-space-in-augmented-interiors
#2
Isabella Pasqualini, Maria Laura Blefari, Tej Tadi, Andrea Serino, Olaf Blanke
The environment shapes our experience of space in constant interaction with the body. Architectonic interiors amplify the perception of space through the bodily senses; an effect also known as embodiment. The interaction of the bodily senses with the space surrounding the body can be tested experimentally through the manipulation of multisensory stimulation and measured via a range of behaviors related to bodily self-consciousness. Many studies have used Virtual Reality to show that visuotactile conflicts mediated via a virtual body or avatar can disrupt the unified subjective experience of the body and self...
2018: Frontiers in Psychology
https://www.readbyqxmd.com/read/29702630/game-based-virtual-reality-canoe-paddling-training-to-improve-postural-balance-and-upper-extremity-function-a-preliminary-randomized-controlled-study-of-30-patients-with-subacute-stroke
#3
Myung Mo Lee, Kyeong Jin Lee, Chang Ho Song
BACKGROUND Virtual reality (VR) training with motion-controlled console games can be incorporated into stroke rehabilitation programs. The use of a variety of gaming software can provide the patient with an opportunity to perform activities that are exciting, entertaining, and that may not be feasible in clinical environments. The aim of this preliminary randomized controlled study was to investigate the effects of game-based VR canoe paddling training, when combined with conventional physical rehabilitation programs, on postural balance and upper extremity function in 30 patients with subacute stroke...
April 27, 2018: Medical Science Monitor: International Medical Journal of Experimental and Clinical Research
https://www.readbyqxmd.com/read/29686255/presence-and-user-experience-in-a-virtual-environment-under-the-influence-of-ethanol-an-explorative-study
#4
Mario Lorenz, Jennifer Brade, Lisa Diamond, Daniel Sjölie, Marc Busch, Manfred Tscheligi, Philipp Klimant, Christoph-E Heyde, Niels Hammer
Virtual Reality (VR) is used for a variety of applications ranging from entertainment to psychological medicine. VR has been demonstrated to influence higher order cognitive functions and cortical plasticity, with implications on phobia and stroke treatment. An integral part for successful VR is a high sense of presence - a feeling of 'being there' in the virtual scenario. The underlying cognitive and perceptive functions causing presence in VR scenarios are however not completely known. It is evident that the brain function is influenced by drugs, such as ethanol, potentially confounding cortical plasticity, also in VR...
April 23, 2018: Scientific Reports
https://www.readbyqxmd.com/read/29685145/post-stroke-unilateral-spatial-neglect-virtual-reality-based-navigation-and-detection-tasks-reveal-lateralized-and-non-lateralized-deficits-in-tasks-of-varying-perceptual-and-cognitive-demands
#5
Tatiana Ogourtsova, Philippe S Archambault, Anouk Lamontagne
BACKGROUND: Unilateral spatial neglect (USN), a highly prevalent and disabling post-stroke impairment, has been shown to affect the recovery of locomotor and navigation skills needed for community mobility. We recently found that USN alters goal-directed locomotion in conditions of different cognitive/perceptual demands. However, sensorimotor post-stroke dysfunction (e.g. decreased walking speed) could have influenced the results. Analogous to a previously used goal-directed locomotor paradigm, a seated, joystick-driven navigation experiment, minimizing locomotor demands, was employed in individuals with and without post-stroke USN (USN+ and USN-, respectively) and healthy controls (HC)...
April 23, 2018: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29652042/-motor-learning-of-the-post-stroke-patients-presenting-with-upper-limb-paresis-on-the-mechanotherapeutic-system
#6
A E Khizhnikova, A S Klochkov, A M Kotov-Smolensky, L A Chernikova, N A Suponeva, M A Piradov
BACKGROUND: the relevance of this study arises from the high prevalence of upper limb motor impairment and pathological synergy in the post-stroke patients; these conditions are very difficult to correct with the use of the traditional rehabilitation methods. A promising but insufficiently studied approaches are the virtual reality (VR) technology as well as its combination with other techniques. AIM: The objective of the present study was to evaluate the influence of the training making use of the mechanotherapeutic system on the motor function of the paretic hand...
April 9, 2018: Voprosy Kurortologii, Fizioterapii, i Lechebnoĭ Fizicheskoĭ Kultury
https://www.readbyqxmd.com/read/29644897/the-feasibility-acceptability-and-preliminary-efficacy-of-a-low-cost-virtual-reality-based-upper-limb-stroke-rehabilitation-device-a-mixed-methods-study
#7
Alyson Warland, Ioannis Paraskevopoulos, Emmanuel Tsekleves, Jennifer Ryan, Alexander Nowicky, Joanne Griscti, Hannah Levings, Cherry Kilbride
PURPOSE: To establish feasibility, acceptability, and preliminary efficacy of an adapted version of a commercially available, virtual-reality gaming system (the Personalised Stroke Therapy system) for upper-limb rehabilitation with community dwelling stroke-survivors. METHOD: Twelve stroke-survivors (nine females, mean age 58 years, [standard deviation 7.1], median stroke chronicity 42 months [interquartile range 34.7], Motricity index 14-25 for shoulder and elbow) were asked to complete nine, 40-min intervention sessions using two activities on the system over 3 weeks...
April 12, 2018: Disability and Rehabilitation
https://www.readbyqxmd.com/read/29643584/effects-of-virtual-reality-intervention-on-upper-limb-motor-function-and-activity-of-daily-living-in-patients-with-lesions-in-different-regions-of-the-brain
#8
Sang-Mi Jung, Won-Ho Choi
[Purpose] This study aimed to investigate whether a virtual reality (VR) intervention has an influence in improving the motor function and activities of daily living (ADLs) in patients with lesions in different regions of the brain. [Subjects and Methods] Eleven subjects with hemiplegic stroke were recruited in this study, which was conducted from January to February, 2017. They received a VR intervention once a day for 30 min, 5 times a week for 4 weeks. The Fugl-Meyer Assessment (FMA) and the Korean version of the Modified Barthel Index (K-MBI) were used to assess the post-stroke patients' motor function and ADLs, respectively...
December 2017: Journal of Physical Therapy Science
https://www.readbyqxmd.com/read/29620137/effectiveness-of-wii-based-rehabilitation-in-stroke-a-randomized-controlled-study
#9
Ayça Utkan Karasu, Elif Balevi Batur, Gülçin Kaymak Karataş
OBJECTIVE: To investigate the efficacy of Nintendo Wii Fit®-based balance rehabilitation as an adjunc-tive therapy to conventional rehabilitation in stroke patients. METHODS: During the study period, 70 stroke patients were evaluated. Of these, 23 who met the study criteria were randomly assigned to either the experimental group (n = 12) or the control group (n = 11) by block randomization. Primary outcome measures were Berg Balance Scale, Functional Reach Test, Postural Assessment Scale for Stroke Patients, Timed Up and Go Test and Static Balance Index...
April 5, 2018: Journal of Rehabilitation Medicine
https://www.readbyqxmd.com/read/29611142/combined-transcranial-direct-current-stimulation-and-virtual-reality-based-paradigm-for-upper-limb-rehabilitation-in-individuals-with-restricted-movements-a-feasibility-study-with-a-chronic-stroke-survivor-with-severe-hemiparesis
#10
María Antonia Fuentes, Adrián Borrego, Jorge Latorre, Carolina Colomer, Mariano Alcañiz, María José Sánchez-Ledesma, Enrique Noé, Roberto Llorens
Impairments of the upper limb function are a major cause of disability and rehabilitation. Most of the available therapeutic options are based on active exercises and on motor and attentional inclusion of the affected arm in task oriented movements. However, active movements may not be possible after severe impairment of the upper limbs. Different techniques, such as mirror therapy, motor imagery, and non-invasive brain stimulation have been shown to elicit cortical activity in absence of movements, which could be used to preserve the available neural circuits and promote motor learning...
April 2, 2018: Journal of Medical Systems
https://www.readbyqxmd.com/read/29593910/patients-and-health-professionals-experiences-of-using-virtual-reality-technology-for-upper-limb-training-after-stroke-a-qualitative-substudy
#11
Hanne Pallesen, Mette Brændstrup Andersen, Gunhild Mo Hansen, Camilla Biering Lundquist, Iris Brunner
Background: In recent years, virtual reality (VR) therapy systems for upper limb training after stroke have been increasingly used in clinical practice. Therapy systems employing VR technology can enhance the intensity of training and can also boost patients' motivation by adding a playful element to therapy. However, reports on user experiences are still scarce. Methods: A qualitative investigation of patients' and therapists' perspectives on VR upper limb training...
2018: Rehabilitation Research and Practice
https://www.readbyqxmd.com/read/29587853/what-do-randomized-controlled-trials-say-about-virtual-rehabilitation-in-stroke-a-systematic-literature-review-and-meta-analysis-of-upper-limb-and-cognitive-outcomes
#12
Anna Aminov, Jeffrey M Rogers, Sandy Middleton, Karen Caeyenberghs, Peter H Wilson
BACKGROUND: Virtual-reality based rehabilitation (VR) shows potential as an engaging and effective way to improve upper-limb function and cognitive abilities following a stroke. However, an updated synthesis of the literature is needed to capture growth in recent research and address gaps in our understanding of factors that may optimize training parameters and treatment effects. METHODS: Published randomized controlled trials comparing VR to conventional therapy were retrieved from seven electronic databases...
March 27, 2018: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29578520/mobile-game-based-virtual-reality-program-for-upper-extremity-stroke-rehabilitation
#13
Yoon-Hee Choi, Nam-Jong Paik
Stroke rehabilitation requires repetitive, intensive, goal-oriented therapy. Virtual reality (VR) has the potential to satisfy these requirements. Game-based therapy can promote patients' engagement in rehabilitation therapy as a more interesting and a motivating tool. Mobile devices such as smartphones and tablet PCs can provide personalized home-based therapy with interactive communication between patients and clinicians. In this study, a mobile VR upper extremity rehabilitation program using game applications was developed...
March 8, 2018: Journal of Visualized Experiments: JoVE
https://www.readbyqxmd.com/read/29548326/quantification-of-upper-limb-position-sense-using-an-exoskeleton-and-a-virtual-reality-display
#14
Anne Deblock-Bellamy, Charles Sebiyo Batcho, Catherine Mercier, Andreanne K Blanchette
BACKGROUND: Proprioceptive sense plays a significant role in the generation and correction of skilled movements and, consequently, in most activities of daily living. We developed a new proprioception assessment protocol that enables the quantification of elbow position sense without using the opposite arm, involving active movement of the evaluated limb or relying on working memory. The aims of this descriptive study were to validate this assessment protocol by quantifying the elbow position sense of healthy adults, before using it in individuals who sustained a stroke, and to investigate its test-retest reliability...
March 16, 2018: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29534731/adaptation-and-post-adaptation-effects-of-haptic-forces-on-locomotion-in-healthy-young-adults
#15
Gianluca U Sorrento, Philippe S Archambault, Joyce Fung
BACKGROUND: Developing rehabilitation strategies to improve functional walking and postural control in patients is a priority for rehabilitation clinicians and researchers alike. One possible strategy is the use of sensory modalities to elicit adaptive locomotor gait patterns. This study aimed to explore to what extent haptic inputs, in the form of forward-leading tensile forces delivered to the hand, compared to no force, may lead to adaptation and post-adaptation effects on gait parameters, during and after the haptic exposure, respectively...
March 13, 2018: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29534448/measurements-by-a-leap-based-virtual-glove-for-the-hand-rehabilitation
#16
Giuseppe Placidi, Luigi Cinque, Matteo Polsinelli, Matteo Spezialetti
Hand rehabilitation is fundamental after stroke or surgery. Traditional rehabilitation requires a therapist and implies high costs, stress for the patient, and subjective evaluation of the therapy effectiveness. Alternative approaches, based on mechanical and tracking-based gloves, can be really effective when used in virtual reality (VR) environments. Mechanical devices are often expensive, cumbersome, patient specific and hand specific, while tracking-based devices are not affected by these limitations but, especially if based on a single tracking sensor, could suffer from occlusions...
March 10, 2018: Sensors
https://www.readbyqxmd.com/read/29529919/effects-of-kinect-based-virtual-reality-game-training-on-upper-extremity-motor-recovery-in-chronic-stroke
#17
Ayhan Aşkın, Emel Atar, Hikmet Koçyiğit, Aliye Tosun
BACKGROUND: Therapeutic benefits of Kinect-based virtual reality (VR) game training in rehabilitation encourage its use to improve motor function. OBJECTIVE: To assess the effects of Kinect-based VR training on motor recovery of the upper extremity and functional outcomes in patients with chronic stroke. METHODS: In this randomized controlled trial, group A received 20 sessions of physical therapy (PT) + 20 sessions of Kinect-based VR training and group B received only 20 sessions of PT...
March 2018: Somatosensory & Motor Research
https://www.readbyqxmd.com/read/29529895/virtual-reality-exergaming-as-adjunctive-therapy-in-a-sub-acute-stroke-rehabilitation-setting-facilitators-and-barriers
#18
Ai-Vi Nguyen, Yau-Lok Austin Ong, Cindy Xin Luo, Thiviya Thuraisingam, Michael Rubino, Mindy F Levin, Franceen Kaizer, Philippe S Archambault
PURPOSE: To identify the facilitators and barriers perceived by clinicians to using an Exergaming Room as adjunct to conventional therapy. DESIGN: Phenomenological qualitative study using an interpretive description methodology. SUBJECTS: Ten clinicians (four physical therapists, six occupational therapists) from the Stroke Program at the Jewish Rehabilitation Hospital (nine female, one male, age range 25-50 years old) who referred clients to the Exergaming Room...
March 12, 2018: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/29526122/feasibility-of-incorporating-functionally-relevant-virtual-rehabilitation-in-sub-acute-stroke-care-perception-of-patients-and-clinicians
#19
Marika Demers, Daniel Chan Chun Kong, Mindy F Levin
PURPOSE: To determine user satisfaction and safety of incorporating a low-cost virtual rehabilitation intervention as an adjunctive therapeutic option for cognitive-motor upper limb rehabilitation in individuals with sub-acute stroke. METHODS: A low-cost upper limb virtual rehabilitation application incorporating realistic functionally-relevant unimanual and bimanual tasks, specifically designed for cognitive-motor rehabilitation was developed for patients with sub-acute stroke...
March 11, 2018: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/29523607/differing-effects-of-an-immersive-virtual-reality-programme-on-unilateral-spatial-neglect-on-activities-of-daily-living
#20
Kazuhiro Yasuda, Daisuke Muroi, Mizuki Hirano, Kenta Saichi, Hiroyasu Iwata
In clinical practice, therapists often encounter cases of unilateral spatial neglect (USN) observed in far and near space. In this case report, immersive virtual reality (VR) technology was adopted as a therapy tool in a patient with stroke with severe near and far space neglect. Neuropsychological tests in near and far space as well as the Catherine Bergego Scale (CBS), as an index of neglect in daily living, were measured preintervention and postintervention. Improvement of neuropsychological tests, particularly in far space, was clearly demonstrated postintervention...
March 9, 2018: BMJ Case Reports
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