Virtual reality training enhances gait poststroke: a systematic review and meta‐analysis

2020 ◽  
Vol 1478 (1) ◽  
pp. 18-42
Author(s):  
Shashank Ghai ◽  
Ishan Ghai ◽  
Anouk Lamontagne
2020 ◽  
pp. 104655
Author(s):  
Adele Pei Ning Woon ◽  
Wen Qi Mok ◽  
Ying Jia Shermin Chieng ◽  
Hui Min Zhang ◽  
Patricia Ramos ◽  
...  

2018 ◽  
Vol 32 (9) ◽  
pp. 1220-1234 ◽  
Author(s):  
María Jesús Casuso-Holgado ◽  
Rocío Martín-Valero ◽  
Ana F Carazo ◽  
Esther M. Medrano-Sánchez ◽  
M. Dolores Cortés-Vega ◽  
...  

Objective: To evaluate the evidence for the use of virtual reality to treat balance and gait impairments in multiple sclerosis rehabilitation. Design: Systematic review and meta-analysis of randomized controlled trials and quasi-randomized clinical trials. Methods: An electronic search was conducted using the following databases: MEDLINE (PubMed), Physiotherapy Evidence Database (PEDro), Cochrane Database of Systematic Reviews (CDSR) and (CINHAL). A quality assessment was performed using the PEDro scale. The data were pooled and a meta-analysis was completed. This systematic review was conducted in accordance with the (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) PRISMA guideline statement. It was registered in the PROSPERO database (CRD42016049360). Results: A total of 11 studies were included. The data were pooled, allowing meta-analysis of seven outcomes of interest. A total of 466 participants clinically diagnosed with multiple sclerosis were analysed. Results showed that virtual reality balance training is more effective than no intervention for postural control improvement (standard mean difference (SMD) = −0.64; 95% confidence interval (CI) = −1.05, −0.24; P = 0.002). However, significant overall effect was not showed when compared with conventional training (SMD = −0.04; 95% CI = −0.70, 0.62; P = 0.90). Inconclusive results were also observed for gait rehabilitation. Conclusion: Virtual reality training could be considered at least as effective as conventional training and more effective than no intervention to treat balance and gait impairments in multiple sclerosis rehabilitation.


2021 ◽  
Author(s):  
Polona Caserman ◽  
Augusto Garcia-Agundez ◽  
Alvar Gámez Zerban ◽  
Stefan Göbel

AbstractCybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and dizziness that users experience during or after virtual reality immersion. Initially discovered in flight simulators, commercial virtual reality (VR) head-mounted displays (HMD) of the current generation also seem to cause CS, albeit in a different manner and severity. The goal of this work is to summarize recent literature on CS with modern HMDs, to determine the specificities and profile of immersive VR-caused CS, and to provide an outlook for future research areas. A systematic review was performed on the databases IEEE Xplore, PubMed, ACM, and Scopus from 2013 to 2019 and 49 publications were selected. A summarized text states how different VR HMDs impact CS, how the nature of movement in VR HMDs contributes to CS, and how we can use biosensors to detect CS. The results of the meta-analysis show that although current-generation VR HMDs cause significantly less CS ($$p<0.001$$ p < 0.001 ), some symptoms remain as intense. Further results show that the nature of movement and, in particular, sensory mismatch as well as perceived motion have been the leading cause of CS. We suggest an outlook on future research, including the use of galvanic skin response to evaluate CS in combination with the golden standard (Simulator Sickness Questionnaire, SSQ) as well as an update on the subjective evaluation scores of the SSQ.


2020 ◽  
Vol 9 (8) ◽  
pp. 2404
Author(s):  
Nansi López-Valverde ◽  
Jorge Muriel Fernández ◽  
Antonio López-Valverde ◽  
Luis F. Valero Juan ◽  
Juan Manuel Ramírez ◽  
...  

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