Objective: This review aims to evaluate the role of Virtual Reality (VR) in cognitive rehabilitation of different neurological diseases, and the accessibility to healthcare systems providing this type of treatment.
Method Of Research: Studies performed between 2003 and 2017 and fulfilling the selected criteria were found on PubMed, Scopus, Cochrane and Web of Sciences databases. The search combined the terms VR rehabilitation with different neurological disease.
Results: Our findings showed that neurological patients performed significant improvement in many cognitive domains (executive and visual-spatial abilities; speech, attention and memory skills) following the use of VR training.
Conclusions: This review supports the idea that rehabilitation through new VR tools could positively affect neurological patients' outcomes, by boosting motivation and participation so to get a better response to treatment. In particular, VR can be used to enhance the effects of conventional therapies, promoting longer training sessions and a reduction in overall hospitalization time.
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http://dx.doi.org/10.1016/j.jnma.2019.01.003 | DOI Listing |
BMC Musculoskelet Disord
December 2024
Department of Anatomy, Guangdong Provincial Key Laboratory of Digital Medicine and Biomechanics, Guangdong Engineering Research Center for Translation of Medical 3D Printing Application, National Virtual & Reality Experimental Education Center for Medical Morphology, School of Basic Medical Sciences, Southern Medical University, No.1023, South Shatai Road, Baiyun District, Guangzhou, Guangdong, 510515, China.
Background: This study investigated the impact of higher interfragmentary compression force (IFCF) on the stability of locking plate fixation in lateral tibial plateau fractures.
Methods: Biomechanical experiments and finite element analysis (FEA) were employed to compare the performance of the AO cancellous lag screw (AOCLS) and a newly developed combined cancellous lag screw (CCLS).
Results: The results demonstrated that the CCLS provided a higher IFCF without the risk of over-screwing, significantly improving fixation stability.
J Integr Neurosci
December 2024
Department of Clinical Medicine, Baoying People's Hospital, 225800 Yangzhou, Jiangsu, China.
Background: Recently, there has been a surge in virtual reality (VR)-based training for upper limb (UL) rehabilitation, which has yielded mixed results. Therefore, we aimed to explore the effects of conventional therapy combined with VR-based training on UL dysfunction during post-stroke rehabilitation.
Methods: Studies published in English before May 2023 were retrieved from PubMed, Embase, and the Cochrane Library.
Virtual Real
December 2024
Department of Computer Science and Software Engineering, Concordia University, Montreal, Québec Canada.
Epilepsy is a neurological disorder characterized by recurring seizures that can cause a wide range of symptoms. Stereo-electroencephalography (SEEG) is a diagnostic procedure where multiple electrodes are stereotactically implanted within predefined brain regions to identify the seizure onset zone, which needs to be surgically removed or disconnected to achieve remission of focal epilepsy. This procedure is complex and challenging due to two main reasons.
View Article and Find Full Text PDFHeliyon
December 2024
Amsterdam UMC Location University of Amsterdam, Surgery, De Boelelaan 1117, Amsterdam, the Netherlands.
Cureus
November 2024
Community Medicine, Sree Balaji Medical College and Hospital, Chennai, IND.
The development of serious video games using gamification techniques and applying them to the management of mental health problems has emerged as one of the significant innovations in technology and mental health. However, various issues exist from the design stage of video games to the implementation stage, which can lead to problems with usability and accessibility and have non-beneficial effects on the individual. This review article provides an overview of various gamification technologies currently used in video games and virtual reality-based video games.
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