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, April 27, 2024

Virtual Reality for Motor Recovery in Stroke Rehabilitation

 This is absolutely useless until someone in stroke writes this up as an EXACT PROTOCOL and distributes to all 10 million yearly survivors now and into the future. Writing books does nothing for survivor recovery!

Virtual Reality for Motor Recovery in Stroke Rehabilitation

  • Chapter
  • First Online:
Ischemic Stroke Therapeutics

Abstract

This chapter is aimed to introduce the different key features of virtual reality (VR) systems and its potential use for stroke motor recovery. It provided a synthesis of the scientific evidence based on systematic reviews and meta-analyses, on the effects of VR interventions in patients with stroke.

The required features of VR systems to offer an individualized therapy were: immersion, presence and embodiment levels, reinforced feedback, and types of VR systems according to the purpose of their hardware. VR systems were classified in specific rehabilitation VR systems, which incorporate principles of neurorehabilitation that potentially enhance learning and recovery, and commercial VR video game consoles, which are mainly designed to entertainment purposes.

Scientific literature showed potential benefits of VR interventions on balance, gait, and upper-limb motor function. However, the evidence on quality of life and upper-limb muscle strength is still limited. Most benefits were obtained when VR was added to conventional physical therapy (CPT) and, consequently, the increased dosage of therapy could be determinant. Therefore, this chapter provides a starting point on which to make decisions in research and clinical settings. Further research is needed to analyze whether VR interventions are more effective than CPT when the same dosage is used.

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