What is the future for immersive virtual reality in memory rehabilitation? A systematic review

2021 ◽  
pp. 1-24
Author(s):  
Adéla Plechatá ◽  
Tereza Nekovářová ◽  
Iveta Fajnerová

BACKGROUND: A growing interest in non-pharmacological approaches aimed at cognitive rehabilitation and cognitive enhancement pointed towards the application of new technologies. The complex virtual reality (VR) presented using immersive devices has been considered a promising approach. OBJECTIVE: The article provides a systematic review of studies aimed at the efficacy of VR-based rehabilitation. First, we shortly summarize literature relevant to the role of immersion in memory assessment and rehabilitation. METHODS: We searched Web of Science, ScienceDirect, and PubMed with the search terms “memory rehabilitation”, “virtual reality”, “memory deficit”. Only original studies investigating the efficacy of complex three-dimensional VR in rehabilitation and reporting specific memory output measures were included. RESULTS: We identified 412 citations, of which 21 met our inclusion criteria. We calculated appropriate effect sizes for 10 studies including control groups and providing descriptive data. The effect sizes range from large to small, or no effect of memory rehabilitation was present, depending on the control condition applied. Summarized studies with missing control groups point out to potential positive effects of VR but do not allow any generalization. CONCLUSIONS: Even though there are some theoretical advantages of immersive VE over non-immersive technology, there is not enough evidence yet to draw any conclusions.

2021 ◽  
Vol 11 (5) ◽  
pp. 222
Author(s):  
Rafael Darque Pinto ◽  
Bruno Peixoto ◽  
Miguel Melo ◽  
Luciana Cabral ◽  
Maximino Bessa

Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new technologies. This systematic review of empirical research aims at understanding whether the use of gaming strategies in virtual reality is beneficial for the learning of a second/foreign language or not. Results show that more than half of the articles proved that virtual reality technologies with gaming strategies can be used to learn a foreign language. It was also found that “learning” was the most evaluated dependent variable among the chosen records, augmented reality was the leading technology used, primary education and lower secondary was the most researched school stages, and the most used language to evaluate the use of gamified technology was by far the English language. Given the lack of directed investigation, it is recommended to use these technologies to support second language learning and not entirely replace traditional approaches. A research agenda is also proposed by the authors.


2021 ◽  
Author(s):  
Federica Pallavicini ◽  
Alessandro Pepe ◽  
Massimo Clerici ◽  
Fabrizia Mantovani

BACKGROUND Since the COVID-19 outbreak, the adoption rate of virtual reality in medicine has seen a massive rise. Many hospitals and medical universities rushed to implement virtual reality to remotely provide medical treatment or medical education and training. OBJECTIVE This systematic review aimed to describe the literature on virtual reality applications during the COVID-19 crisis to treat mental and physical health conditions and for medical education and training. METHODS A systematic search of the literature was made following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. It was pre-registered in the International Platform of Registered Systematic Review and Meta-analysis Protocols (INPLASY)— INPLASY202190108. The search databases were PsycINFO, Web of Science, and Medline. The search string was: [(“virtual reality”)] AND [(“COVID-19”)]. RESULTS N=44 studies met inclusion criteria during the period 2020 – 2021. CONCLUSIONS Findings show the benefit of virtual reality for treating several mental health conditions during the COVID-19 pandemic, including stress, anxiety, and depression, and for cognitive rehabilitation. Besides, VR was useful to promote physical exercise and for the management of chronic pain. As regards education and training, virtual reality resulted an effective learning tool during the COVID-19 pandemic in many medical areas such as nursing, pediatry,cardiology, and urology. The majority of the retrieved studies recruited young adults. Studies showed the usefulness of VR for the treatment of health problems and for medical education and training both in the format with high immersion (i.e., immersive VR) and in that with a low level of immersion (i.e., desktop VR). Various VR systems (i.e., PC-based, mobile, standalone) and contents (i.e., 360° videos and photos, virtual environments, VR games, embodied virtual agents) showed positive results. Finally, VR has been used successfully in both face-to-face and remote trials.


2017 ◽  
Vol 25 (2) ◽  
pp. 67-79 ◽  
Author(s):  
Maria Cotelli ◽  
Rosa Manenti ◽  
Michela Brambilla ◽  
Elena Gobbi ◽  
Clarissa Ferrari ◽  
...  

Introduction Given the limited effectiveness of pharmacological treatments, non-pharmacological interventions in neurodegenerative diseases have gained increasing attention in recent years and telerehabilitation has been proposed as a cognitive rehabilitation strategy. The purpose of this systematic review is to examine the evidence for the efficacy of cognitive telerehabilitation interventions compared with face-to-face rehabilitation in patients with mild cognitive impairment, Alzheimer’s disease and frontotemporal dementia. Methods In accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, a systematic search of the Medline database was conducted. Out of 14 articles assessed for eligibility, five studies were identified, three in participants with mild cognitive impairment or Alzheimer’s disease, two in patients with primary progressive aphasia. Results The Physiotherapy Evidence Database scale was used to assess the methodological quality of four out of five studies included in this systematic review, with only one report receiving a high-quality rating. Effect-size analysis evidenced positive effects of telerehabilitation interventions, comparable with those reported for face-to-face rehabilitation. Discussion The available evidence for the effectiveness of cognitive telerehabilitation is limited, and the quality of the evidence needs to be improved. The systematic review provides preliminary evidence suggesting that cognitive telerehabilitation for neurodegenerative disease may have comparable effects as conventional in-person cognitive rehabilitation.


2020 ◽  
Vol 26 (8) ◽  
pp. 929-946
Author(s):  
Meredith Thompson ◽  
Annie Wang ◽  
Cigdem Bilgin ◽  
Melat Anteneh ◽  
Dan Roy ◽  
...  

Cells are central to the study of biology, yet many learners have difficulties understanding the abstract yet fundamental foundation of life. Research suggests that students' conceptions of cells are reinforced by current biology learning materials, which represent cells as two dimensional, highly ordered, and mostly empty. These models also inaccurately represent the number, location, and size of organelles. We examine the effect of an inquiry-based three-dimensional virtual reality (VR) game on high school students' mental models of cells. Students reported that the game was more interactive and engaging than traditional ways of learning about cells and attributed an improved understanding of cells to their game experience. Students' post drawings of cells depicted more types of organelles, increased density of organelles, and additional complexity than their pretest drawings, indicating a movement towards more accurate mental models of cells. However, students' scores did not improve on their factual knowledge about cells between the pretest and the post-game biology assessments. We discuss the implications of incorporating game-based approaches and new technologies such as VR into biology education.


Author(s):  
Rania Moussa ◽  
Amira Alghazaly ◽  
Nebras Althagafi ◽  
Rawah Eshky ◽  
Sary Borzangy

AbstractIn recent years, virtual reality and interactive digital simulations have been used in dental education to train dental students before interacting with real patients. Scientific evidence presented the application of virtual technology in dental education and some recent publications suggested that virtual and haptic technologies may have positive effects on dental education outcomes. The aim of this systematic review was to determine whether virtual technologies have positive effects on dental education outcomes and to explore the attitudes of dental students and educators toward these technologies. A thorough search was conducted in PubMed, Scopus, MEDLINE (via EBSCO), The Cochrane Library (via Wiley), Web of Science Core Collection (via Thomson Reuters), and Dentistry and Oral Science source (via EBSCO) using the keywords (student, dental) AND (education, dental) AND (virtual reality) OR (augmented reality) OR (haptics) OR (simulation) AND (dentistry) OR (dental medicine). The quality of the reported information was assessed following the Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) statement for systematic reviews. A total of 73 publications were considered for this review. Fifty-two of the selected studies showed significant improvement in educational outcomes and virtual technologies were positively perceived by all the participants. Within the limitations of this review, virtual technology appears to improve education outcomes in dental students. Further studies with larger samples and longer term clinical trials are needed to substantiate this potential positive impact of various virtual technologies on dental education outcomes.


2020 ◽  
Vol 11 (23) ◽  
pp. 16 ◽  
Author(s):  
Fabrizio Banfi

<p class="VARAbstract">Data collection, documentation and analysis of the traces of ancient ruins and archaeological sites represent an inestimable value to be handed down to future generations. Thanks to the development of new technologies in the field of computer graphics, Building Information Modelling (BIM), Virtual Reality (VR) and three-dimensional (3D) digital survey, this research proposes new levels of interactivity between users and virtual environments capable of communicating the tangible and intangible values of remains of ancient ruins. In this particular field of development, 3D drawing and digital modelling are based on the application of new Scan-to-HBIM-to-VR specifications capable of transforming simple points (point clouds) into mathematical models and digital information. Thanks to the direct application of novel grades of generation (GOG) and accuracy (GOA) it has been possible to go beyond the creation of complex models for heritage BIM (HBIM) and explore the creation of informative 3D representation composed by sub-elements (granular HBIM objects) characterized by a further level of knowledge. The value of measurement, 3D drawing and digital modelling have been investigated from the scientific point of view and oriented to the generation of a holistic model able to relate both with architects, engineers, and surveyors but also with archaeologists, restorers and virtual tourists.</p><p>Highlights:</p><ul><li><p>The concept of ‘granular HBIM objects’ is introduced to show the unexpressed potential of the scan-to-BIM process for different types of data analyses and uses.</p></li><li><p>Sustainable development of VR projects for archaeological sites is proposed, allowing users to discover the hidden historical values with new levels of interactivity and information.</p></li><li><p>HBIM and VR projects have been improved through the integration of laser scanning, digital photogrammetry (terrestrial and UAV) and advanced modelling techniques.</p></li></ul>


2021 ◽  
Author(s):  
◽  
B. A. Orsatti-Sánchez

This systematic review (SR) analyzed the effectiveness of interventions using virtual reality (VR) technology as a neurorehabilitation therapy in people with spinal cord injury (SCI). The SR was developed under the guidelines of the PRISMA statement and the recommendations of the Cochrane Collaboration, along with the PEDro and National Institute of Health scales to assess the risk of bias and methodological quality. The Cochrane, IEEE, BVS/LILACS, MEDLINE/PubMed, and Web of Science databases were browsed to identify studies that, between 2010 and 2020, evaluated the efficacy of these therapies. Out of 353 retrieved studies, 11 were finally selected after the application of the defined inclusion and exclusion criteria. These articles presented good methodological quality as they were mostly controlled clinical trials that analyzed mixed therapies with conventional therapies. Interventions based on non-immersive or immersive VR technology that achieved functional motor, balance, and psycho-emotional health improvement with positive effects on motivation, self-confidence, commitment, and active participation were identified in a total sample of 155 SCI patients. It was concluded that such VR technology is an effective tool of neurorehabilitation complementary to conventional therapies, which promotes functional improvement in SCI patients both in the clinic and at home.


2008 ◽  
pp. 1575-1581
Author(s):  
Sana Debbabi ◽  
Serge Baile

Why examine the concept of telepresence? A number of emerging technologies, including virtual reality, simulation, home theater, state-of-the-art video conferencing and virtual three-dimensional (3-D) environment, are designed to give the user a type of mediated experience that has never been possible before. This new experience seems to be “real,” “direct” and “immediate.” The term telepresence has been used to describe this compelling sense of being present in these mediated virtual environments (Held & Durlach, 1992; Steuer, 1992). On the empirical side, the use of this new revolution in media technologies has expanded to telemedicine, telepsychiatry, distance learning, legal testimony from remote locations, arcade games and more (see Lombard & Ditton, 1997). An enhanced sense of telepresence is central to the usefulness and profitability of the new technologies mentioned above, and others such as the World Wide Web and high-definition television. As underlined by Zhang, Benbasat, Carey, Davis, Galletta and Strong (2002) in the management information systems field, the concept of telepresence has become an important component of our understanding of how people experience computer-mediated environments. On the theoretical side, researchers in communication, psychology and other fields are interested in particular in how people are influenced by media presentations. An understanding of telepresence can enhance our theories here, too. Despite the centrality and importance of telepresence, it has not yet been carefully defined and explicated. In fact, researchers, especially those working on human performance in virtual reality, have noted the need to conceptualize and measure telepresence more effectively (e.g., Held & Durlach, 1992; Sheridan, 1992). In the remainder of this article, we (a) review several conceptualizations of telepresence and presence in literature, (b) review telepresence determinants, (c) outline the main methods commonly used for measuring telepresence and (d) recommend attributes of future research concerning this concept.


2020 ◽  
Author(s):  
Maria Rosa Baeza-Barragán ◽  
Maria Teresa Labajos Manzanares ◽  
Carmen Ruiz Vergara ◽  
María Jesús Casuso-Holgado ◽  
Rocío Martín-Valero

BACKGROUND Duchenne muscular dystrophy is a serious and progressive disease affecting one in 3500-6000 live male births. The use of new virtual reality technologies has revolutionized the world of youth rehabilitation. OBJECTIVE We performed a systematic review to study the effectiveness of the use of virtual reality systems applied in the rehabilitation of the upper limbs of individuals with Duchenne muscular dystrophy. METHODS Between June 2018 and September 2019, we carried out a series of searches in 5 scientific databases: (1) PubMed, (2) Web of Science, (3) Scopus, (4) The Cochrane Library, and (5) MEDLINE via EBSCO. Two evaluators independently conducted the searches following the PRISMA recommendations for systematic reviews for articles. Two independent evaluators collated the results. Article quality was determined using the PEDro scale. RESULTS A total of 7 clinical trials were included in the final review. These studies used new technologies as tools for physiotherapeutic rehabilitation of the upper limbs of patients with Duchenne muscular dystrophy. Collectively, the studies showed improvement in functionality, quality of life, and motivation with the use of virtual reality technologies in the rehabilitation of upper limbs of individuals with Duchenne muscular dystrophy. CONCLUSIONS The treatment of neuromuscular diseases has changed in recent years, from palliative symptom management to preventive methods for capacity building. The use of virtual reality is beginning to be necessary in the treatment of progressive diseases involving movement difficulties, as it provides freedom and facilitates the improvement of results in capacity training. Given that new technologies are increasingly accessible, rehabilitation and physiotherapy programs can use these technologies more frequently, and virtual reality environments can be used to improve task performance, which is essential for people with disabilities. Ultimately, virtual reality can be a great tool for physiotherapy and can be used for Duchenne muscular dystrophy rehabilitation programs to improve patient performance during training. CLINICALTRIAL PROSPERO International Prospective Register of Systematic Reviews CRD42018102548; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=102548


Author(s):  
Jiali Qian ◽  
Daniel J. McDonough ◽  
Zan Gao

Objective purpose: This review synthesized the literature examining the effects of virtual reality (VR)-based exercise on physiological, psychological, and rehabilitative outcomes in various populations. Design: A systematic review. Data sources: 246 articles were retrieved using key words, such as “VR”, “exercise intervention”, “physiological”, “psychology”, and “rehabilitation” through nine databases including Academic Search Premier and PubMed. Eligibility criteria for selecting studies: 15 articles which met the following criteria were included in the review: (1) peer-reviewed; (2) published in English; (3) randomized controlled trials (RCTs), controlled trials or causal-comparative design; (4) interventions using VR devices; and (5) examined effects on physiological, psychological, and/or rehabilitative outcomes. Descriptive and thematic analyses were used. Results: Of the 12 articles examining physiological outcomes, eight showed a positive effect on physical fitness, muscle strength, balance, and extremity function. Only four articles examined the effects on psychological outcomes, three showed positive effects such that VR exercise could ease fatigue, tension, and depression and induce calmness and enhance quality of life. Nine articles investigated the effects of VR-based exercise on rehabilitative outcomes with physiological and/or psychological outcomes, and six observed significant positive changes. In detail, patients who suffered from chronic stroke, hemodialysis, spinal-cord injury, cerebral palsy in early ages, and cognitive decline usually saw better improvements using VR-based exercise. Conclusion: The findings suggest that VR exercise has the potential to exert a positive impact on individual’s physiological, psychological, and rehabilitative outcomes compared with traditional exercise. However, the quality, quantity, and sample size of existing studies are far from ideal. Therefore, more rigorous studies are needed to confirm the observed positive effects.


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