Background: Telerehabilitation provides an essential opportunity to deliver continuous rehabilitation services for stroke patients at home, especially amid a global pandemic. Virtual reality is a simulation technology that has shown promising outcomes in stroke rehabilitation. Combining telerehabilitation and virtual reality is an emerging and innovative approach that enriches the rehabilitation experience and potentially enhances functional recovery outcomes. This review synthesized current evidence of using virtual reality-based telerehabilitation for patients after stroke and compared it with conventional in-person rehabilitation.
Methods: Randomized controlled trials were searched across six databases published after 2000. Two independent reviewers conducted study selection, data extraction and quality assessment. The Physiotherapy Evidence Databases scale was used to evaluate the methodological quality. Qualitative synthesis and meta-analysis were conducted to compare functional outcomes after Virtual reality-based telerehabilitation with conventional in-person rehabilitation.
Results: Nine studies including 260 participants were selected from 933 relevant records. Seven studies met the criteria for good quality based on the Physiotherapy Evidence Databases scale, two studies were fair quality. Compared with conventional in-person rehabilitation, the meta-analysis indicated that virtual reality-based telerehabilitation had comparable outcomes of upper extremity function and balance function. Both groups demonstrated similar effects on outcomes in mobility, cognition, activities of daily life, and quality of life.
Conclusions: Virtual reality-based telerehabilitation is an effective alternative approach for patients with stroke, given the barriers and restrictions of traditional in-person rehabilitation.
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http://dx.doi.org/10.1016/j.jstrokecerebrovasdis.2022.106960 | DOI Listing |
Behav Sci (Basel)
November 2024
School of Athletic Performance, Shanghai University of Sport, Shanghai 200438, China.
(1) Background: Attention Deficit Hyperactivity Disorder (ADHD) is a common mental health condition in children that can significantly impact their quality of life. In this study, we compared the effectiveness of virtual reality (VR) technology with traditional rehabilitation training through meta-analysis, aiming to provide a basis for the clinical optimization of rehabilitation strategies. (2) Methods: The study was registered in PROSPERO, and a search was conducted using the subject terms "virtual reality" and "attention deficit hyperactivity disorder" across six databases.
View Article and Find Full Text PDFBehav Sci (Basel)
November 2024
Department of Psychology, International University of Sarajevo, 71000 Sarajevo, Bosnia and Herzegovina.
Novel treatment approaches for Internet Gaming Disorder (IGD) include the use of mindfulness and technology-based interventions. Mindfulness has been shown as a protective factor against IGD, but the treatment dropout rates are high due to long sessions and treatment duration. Pathological gamers show approach bias towards technological gadgets, and the inclusion of Virtual Reality has been effective in IGD treatment.
View Article and Find Full Text PDFMed Sci Educ
December 2024
Department of Anesthesiology and Intensive Care, Faculty of Medicine, Universitas Indonesia - Cipto Mangunkusumo Hospital, Jakarta, Indonesia.
Introduction: Virtual reality-based simulation is an educational tool that has been proven to increase participants' self-perceived, confidence, and skill. However, the use of VR is associated with virtual reality sickness (VRS). The purpose of this study is to determine related factors of VRS in an emergency setting simulation-based training, hence providing information and mitigation plan to enhance and optimize learning outcomes.
View Article and Find Full Text PDFGraefes Arch Clin Exp Ophthalmol
January 2025
Frankfurt Institute for Advanced Studies (FIAS), Frankfurt am Main, Germany.
Purpose: Our study presents a virtual reality-based tangent screen test (VTS) to measure subjective ocular deviations including torsion in nine directions of gaze. The test was compared to the analogous Harms tangent screen test (HTS).
Methods: We used an Oculus Go controller and head-mounted-display with rotation sensors to measure patient's head orientation for the VTS.
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