eBaViR is a virtual rehabilitation system, which has been developed for balance rehabilitation for patients suffering from acquired brain injury. It is a game-based system that uses a low-cost interface, the Nintendo Wii Balance Board. The games have been specifically designed with the help of experts in the rehabilitation of balance disorders and can be adapted to patients according to their needs. We present an experimental study that has been carried out using the system. The aim of the study is to determine whether this setup could be applied as a Virtual Rehabilitation System for balance rehabilitation in Acquired Brain Injury. We randomly divided patients into two groups: a trial group and a control group. The trial group used eBaViR system during the rehabilitation sessions, and the control group followed traditional rehabilitation sessions. We obtained encouraging results.
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Neurorehabil Neural Repair
January 2025
Department of Mental and Physical Health and Preventive Medicine, University of Campania Luigi Vanvitelli, Naples, Italy.
Background And Objective: The metaverse refers to a digital realm accessible via internet connections using virtual reality and augmented reality glasses for promoting a new era of social rehabilitation. It represents the next-generation mobile computing platform expected to see widespread utilization in the future. In the context of rehabilitation, the metaverse is envisioned as a novel approach to enhance the treatment of human functioning exploiting the "synchronized brains" potential exacerbated by social interactions in virtual scenarios.
View Article and Find Full Text PDFMusculoskeletal Care
March 2025
Laboratory of Healthcare Innovation Technologies, IRCCS San Camillo Hospital, Venice, Italy.
Introduction: The use of virtual reality (VR) in physiotherapy is expanding across various fields; however, while extensively researched in neurology, its application in musculoskeletal (MSK) disorders remains underexplored. This review aims to evaluate the effectiveness of VR in pain management across different anatomical regions.
Materials And Methods: The research was conducted using the MEDLINE (via PubMed), Cochrane Library, Scopus, Web of Science, and Embase databases, including randomized controlled trials that evaluated the effectiveness of VR interventions, encompassing immersive VR, specialised non-immersive VR, and gaming platforms.
Sci Rep
January 2025
NPSY.Lab-VR, Department of Human Sciences, University of Verona, Lungadige Porta Vittoria 17, Verona, Italy.
The Economy of action hypothesis postulates that bodily states rescale the perception of the individual's environment's spatial layout. The estimation of distances and slopes in navigation space (i.e.
View Article and Find Full Text PDFJMIR Res Protoc
December 2024
Department of Molecular Pathobiology and Cell Adhesion Biology, Mie University Graduate School of Medicine, Tsu, Japan.
Background: Pain inhibits rehabilitation. In rehabilitation at medical institutions, the usefulness of virtual reality (VR) has been reported in many cases to alleviate pain. In recent years, the demand for home rehabilitation has increased.
View Article and Find Full Text PDFJ Med Internet Res
December 2024
Institute for Musculoskeletal Health, Sydney Local Health District, Sydney, Australia.
Background: Advanced technologies are becoming increasingly accessible in rehabilitation. Current research suggests technology can increase therapy dosage, provide multisensory feedback, and reduce manual handling for clinicians. While more high-quality evidence regarding the effectiveness of rehabilitation technologies is needed, understanding of how to effectively integrate technology into clinical practice is also limited.
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