Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.

Saturday, June 20, 2026

Proprioceptive-augmented virtual reality influences the kinematic properties of movement imitation

 How will your competent? doctor use this to get you recovered? Oh sorry; DOESN'T KNOW ABOUT IT AND WILL DO NOTHING!

And won't get further research going on stroke subjects!

Proprioceptive-augmented virtual reality influences the kinematic properties of movement imitation

    We are providing an unedited version of this manuscript to give early access to its findings. Before final publication, the manuscript will undergo further editing. Please note there may be errors present which affect the content, and all legal disclaimers apply.

    Abstract

    Background

    Virtual Reality (VR) has been proposed as a tool in rehabilitation to create more realistic, interactive, and engaging environments that can enhance the sense of embodiment, and thus possibly the effect of the treatment itself. Previous research has shown that combining movement observation with somatosensory stimulation may further improve training outcomes. The present study aimed to examine whether a protocol integrating the observation of human movements within an VR environment with proprioceptive stimulation, thereby establishing a Proprioceptive-Augmented virtual Reality (PAR) paradigm, could enhance participants’ ability to imitate the dynamic properties of movements presented in VR.

    Methods

    Twenty-three healthy young adults were asked to imitate the features of a flexion–extension forearm movement observed in an immersive VR environment, either while receiving or not receiving 80 Hz muscle tendon vibration that induced an illusory sensation of movement congruent with the observed direction (PAR). The imitation task was performed with the stimulated forearm either after the stimulation had ended (OFFLINE imitation) or concurrently with it (ONLINE imitation). Participants’ ability to reproduce the avatar’s mean and maximal velocities was assessed (reproduction error). Root means square error (RMSE) between avatar and participants’ trajectory was calculated. In addition, a questionnaire evaluating the sense of embodiment was administered after the OFFLINE imitation task under both conditions, as well as the evaluation of the vividness evoked by PAR and VR.

    Results

    In the OFFLINE task the reproduction error was lower in PAR than in VR, while the opposite was obtained in the ONLINE task. In the OFFLINE task no difference emerged between PAR and VR RMSE values, whilst in the ONLINE task PAR RMSE was higher than that in VR. PAR evoked a higher sense of embodiment and higher vividness compared to VR when considering all the domain tested (body ownership, sense of agency, location of the body).

    Conclusions

    These findings indicate that proprioceptive stimulation in the PAR condition positively affected movement reproduction during the OFFLINE imitation task, likely benefiting from the heightened sense of embodiment and vividness elicited in this condition. This suggests that muscle tendon vibration can enhance the perception of self-motion in VR, enabling richer interaction strategies and offering promising prospects for sensorimotor rehabilitation.

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