Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies

被引:258
|
作者
Tieri, Gaetano [1 ,2 ]
Morone, Giovanni [3 ]
Paolucci, Stefano [3 ]
Iosa, Marco [3 ]
机构
[1] Fdn Santa Lucia IRCCS, SCNLab, Rome, Italy
[2] Univ Rome Unitelma Sapienza, Rome, Italy
[3] Fdn Santa Lucia IRCCS, Clin Lab Expt Neurorehabil, Rome, Italy
关键词
Virtual reality; cognitive and motor rehabilitation; sense of presence; body ownership and agency; immersion and interaction; serious exergame; TRAUMATIC BRAIN-INJURY; PHANTOM LIMB PAIN; OF-THE-ART; BODY; OWNERSHIP; HAND; SKIN; NEUROREHABILITATION; ENVIRONMENTS; PERFORMANCE;
D O I
10.1080/17434440.2018.1425613
中图分类号
R318 [生物医学工程];
学科分类号
0831 ;
摘要
Introduction: Over recent decades many researchers and clinicians have started to use Virtual Reality (VR) as a new technology for implementing innovative rehabilitation treatments in cognitive and motor domains. However, the expression VR' has often also been improperly used to refer to video games. Further, VR efficacy, often confused with that of video-game exercises, is still debated.Areas covered: In this review, we provide the scientific rationale for the advantages of using VR systems in rehabilitation and investigate whether the VR could really be a promising technique for the future of rehabilitation of patients, or if it is just an entertainment for scientists. In addition, we describe some of the most used devices in VR with their potential advantages for research and provide an overview of the recent evidence and meta-analyses in rehabilitation.Expert commentary: We highlight the efficacy and fallacies of VR in neurorehabilitation and discuss the important factors emerging from the use of VR, including the sense of presence and the embodiment over a virtual avatar, in developing future applications in cognitive and motor rehabilitation.
引用
收藏
页码:107 / 117
页数:11
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