Objectives: To critically identify studies that evaluate the effects of cueing in virtual motor rehabilitation in patients having different neurological disorders and to make recommendations for future studies.
Methods: Data from MEDLINE®, IEEExplore, Science Direct, Cochrane library and Web of Science was searched until February 2015. We included studies that investigate the effects of cueing in virtual motor rehabilitation related to interventions for upper or lower extremities using auditory, visual, and tactile cues on motor performance in non-immersive, semi-immersive, or fully immersive virtual environments. These studies compared virtual cueing with an alternative or no intervention.
Results: Ten studies with a total number of 153 patients were included in the review. All of them refer to the impact of cueing in virtual motor rehabilitation, regardless of the pathological condition. After selecting the articles, the following variables were extracted: year of publication, sample size, study design, type of cueing, intervention procedures, outcome measures, and main findings. The outcome evaluation was done at baseline and end of the treatment in most of the studies. All of studies except one showed improvements in some or all outcomes after intervention, or, in some cases, in favor of the virtual rehabilitation group compared to the control group.
Conclusions: Virtual cueing seems to be a promising approach to improve motor learning, providing a channel for non-pharmacological therapeutic intervention in different neurological disorders. However, further studies using larger and more homogeneous groups of patients are required to confirm these findings.
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http://dx.doi.org/10.1016/j.jbi.2016.01.006 | DOI Listing |
Front Robot AI
December 2024
Department of Cognitive Robotics, Delft University of Technology, Delft, Netherlands.
In recent years, providing additional visual feedback about the interaction forces has been found to offer benefits to haptic-assisted teleoperation. However, there is limited insight into the effects of the design of force feedback-related visual cues and the type of visual display on the performance of teleoperation of robotic arms executing industrial tasks. In this study, we provide new insights into this interaction by extending these findings to the haptic assistance teleoperation of a simulated robotic arm in a virtual environment, in which the haptic assistance is comprised of a set of virtual fixtures.
View Article and Find Full Text PDFExp Brain Res
December 2024
Music and Audio Research Laboratory, New York University, New York, USA.
We examined the impact of auditory stimuli and their methods on a dynamic balance task performance. Twenty-four young adults wore an HTC Vive headset and dodged a virtual ball to the right or left based on its color (blue to the left, red to the right, and vice versa). We manipulated the environment by introducing congruent (auditory stimuli from the correct direction) or incongruent (auditory stimuli played randomly from either side) and comparing a multimodal (visual and congruent auditory stimuli) to unimodal (visual or auditory stimuli) presentation.
View Article and Find Full Text PDFFront Neurosci
December 2024
SOUND Lab, Department of Clinical Neurosciences, University of Cambridge, Cambridge, United Kingdom.
Spatial hearing relies on the encoding of perceptual sound location cues in space. It is critical for communicating in background noise, and understanding where sounds are coming from (sound localization). Although there are some monoaural spatial hearing cues (i.
View Article and Find Full Text PDFNew therapeutic approaches for alcohol dependence (AD) include virtual reality (VR)-based treatments offering scalable options for cue exposure (CE), a well-established strategy in cognitive behavioral therapy. This study aimed to evaluate the feasibility and tolerability of a new VR-CE paradigm. On an explorative basis, factors influencing the induction of craving were examined.
View Article and Find Full Text PDFJ Neuropsychol
December 2024
Department of Brain and Cognition, Leuven Brain Institute, KU Leuven, Leuven, Belgium.
Spatial neglect is a post-stroke attention deficit for which there is no evidence-based intervention. Immersive virtual reality (IVR) may increase treatment efficacy, as it allows to train spatial attention in a rich environment. This study evaluated the efficacy and feasibility of an IVR patient-tailored training (HEMIRehApp).
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!