Use the labels in the right column to find what you want. Or you can go thru them one by one, there are only 29,372 posts. Searching is done in the search box in upper left corner. I blog on anything to do with stroke. DO NOT DO ANYTHING SUGGESTED HERE AS I AM NOT MEDICALLY TRAINED, YOUR DOCTOR IS, LISTEN TO THEM. BUT I BET THEY DON'T KNOW HOW TO GET YOU 100% RECOVERED. I DON'T EITHER BUT HAVE PLENTY OF QUESTIONS FOR YOUR DOCTOR TO ANSWER.
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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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