Background: Application of virtual reality (VR) to rehabilitation is relatively recent with clinical implementation very rapidly following technological advancement and scientific discovery. Implementation is often so rapid that demonstrating intervention efficacy and establishing research priorities is more reactive than proactive. This study used analytical tools from information science to examine whether application of VR to rehabilitation has evolved as a distinct field of research or is primarily a methodology in core disciplines such as biomedical engineering, medicine and psychology.

Methods: The analysis was performed in three-stages: 1) a bibliographic search in the ISI Web of Science database created an initial corpus of publications, 2) the corpus was refined through topic modeling, and 3) themes dominating the corpus from the refined search results were identified by topic modeling and network analytics. This was applied separately to each of three time periods: 1996 to 2005 (418 publications), 2006 to 2014 (1454 publications), and 2015 to mid-2018 (1269 publications).

Results: Publication rates have continuously increased across time periods with principal topics shifting from an emphasis on computer science and psychology to rehabilitation and public health. No terminology specific to the field of VR-based rehabilitation emerged; rather a range of central concepts including "virtual reality", "virtual gaming", "virtual environments", "simulated environments" continue to be used. Communities engaged in research or clinical application of VR form assemblages distinguished by a focus on physical or psychological rehabilitation; these appear to be weakly linked through tele-rehabilitation.

Conclusions: Varying terms exemplify the main corpus of VR-based rehabilitation and terms are not consistent across the many scientific domains. Numerous distinguishable areas of research and clinical foci (e.g., Tele-rehabilitation, Gait & Balance, Cognitive Rehabilitation, Gaming) define the agenda. We conclude that VR-based rehabilitation consists of a network of scientific communities with a shared interest in the methodology rather than a directed and focused research field. An interlinked team approach is important to maintain scientific rigor and technological validity within this diverse group. Future studies should examine how these interdisciplinary communities individually define themselves with the goals of gathering knowledge and working collectively toward disseminating information essential to associated research communities.

Download full-text PDF

Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6588867PMC
http://dx.doi.org/10.1186/s12984-019-0552-6DOI Listing

Publication Analysis

Top Keywords

vr-based rehabilitation
12
rehabilitation
9
virtual reality
8
corpus refined
8
topic modeling
8
time periods
8
tracking evolution
4
evolution virtual
4
reality applications
4
applications rehabilitation
4

Similar Publications

Virtual reality (VR) has gained significant attention in various fields including healthcare and industrial applications. Within healthcare, an interesting application of VR can be found in the field of physiotherapy. The conventional methodology for rehabilitating upper limb lesions is often perceived as tedious and uncomfortable.

View Article and Find Full Text PDF

Parkinson's disease is the second most common neurodegenerative disease worldwide, characterized by bradykinesia, rigidity, tremor, and postural instability. These symptoms often lead to significant postural deformities and an increased risk of falls, severely impacting the quality of life. Conventional rehabilitation methods have shown benefits, but recent advancements suggest that virtual reality (VR) could offer a promising alternative.

View Article and Find Full Text PDF

Background/objectives: This research investigates brain connectivity patterns in reaction to social and non-social stimuli within a virtual reality environment, emphasizing their impact on cognitive functions, specifically working memory.

Methods: Employing the LEiDA framework with EEG data from 47 participants, I examined dynamic brain network states elicited by social avatars compared to non-social stick cues during a VR memory task. Through the integration of LEiDA with deep learning and graph theory analyses, unique connectivity patterns associated with cue type were discerned, underscoring the substantial influence of social cues on cognitive processes.

View Article and Find Full Text PDF

Study Design: Systematic scoping review.

Objectives: Extended reality (XR) is becoming a recognisable tool for assisting in spinal cord injury (SCI) rehabilitation. While the success of XR mediated interventions is often evaluated based on improvements in physical and functional performance, the present systematic scoping review aimed to identify and synthesize evidence on reported psychological outcomes of XR interventions in SCI rehabilitation.

View Article and Find Full Text PDF

Background And Aim: While conventional MS rehabilitation primarily addresses physical and cognitive symptoms, recent advances in VR technology offer immersive environments that facilitate both emotional and cognitive skill development. The purpose of this study is to evaluate the impact of VR-based training on emotional self-efficacy in multiple sclerosis (MS) patients and examine its association with cognitive function improvement. Additionally, this study aims to explore potential gender differences in these outcomes, hypothesizing that gender may influence the effectiveness of VR-based rehabilitation, which could inform more tailored approaches for emotional and cognitive rehabilitation in MS.

View Article and Find Full Text PDF

Want AI Summaries of new PubMed Abstracts delivered to your In-box?

Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!