Category: <span>Virtual Reality</span>

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A World Without Pain

In an immersive virtual reality environment called “Snow World,” burn patients distract themselves from their pain by tossing snow balls, building snowmen and interacting with penguins.   You glide across an icy canyon where you meet smiling snowmen, waddling penguins and a glistening river that winds forever. You toss snowballs, hear them smash against igloos,...

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Neural Patterns of Reorganization after Intensive Robot-Assisted Virtual Reality Therapy and Repetitive Task Practice in Patients with Chronic Stroke

Several approaches to rehabilitation of the hand following a stroke have emerged over the last two decades. These treatments, including repetitive task practice (RTP), robotically assisted rehabilitation and virtual rehabilitation activities, produce improvements in hand function but have yet to reinstate function to pre-stroke levels-which likely depends on developing the therapies to impact cortical reorganization...

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Combined rTMS and virtual reality brain-computer interface training for motor recovery after stroke

Abstract OBJECTIVE: Combining repetitive transcranial magnetic stimulation (rTMS) with brain-computer interface (BCI) training can address motor impairment after stroke by down-regulating exaggerated inhibition from the contralesional hemisphere and encouraging ipsilesional activation. The objective was to evaluate the efficacy of combined rTMS  +  BCI, compared to sham rTMS  +  BCI, on motor recovery after stroke in subjects with lasting motor...

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The effect of virtual reality program on the cognitive function and balance of the people with mild cognitive impairment

[Purpose] The purpose of this study was to investigate the effects of a virtual reality (VR) program on cognitive function and balance in the elderly with mild cognitive impairment (MCI) attending G welfare center in Gurye. [Subjects and Methods] Twenty-four patients with MCI were studied. The patients were exposed to the VR program for 30 min...

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Use of virtual reality in improving poststroke neglect: Promising neuropsychological and neurophysiological findings from a case study

After experiencing a stroke in the right hemisphere, almost 50% of patients show unilateral spatial neglect (USN). Virtual Reality technologies offer impressive opportunities for both the rehabilitation and assessment of different cognitive deficits, including USN. A 57-year-old woman, affected by subarachnoid hemorrhage presented a severe left hemiparesis with severe cognitive and behavioral alterations, including temporal...

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How VR is Changing the Way We Think About Therapy

“It was an idea whose time had come, and the technology finally caught up with the vision.” -Albert “Skip” Rizzo, Ph.D. If you’re at all familiar with VR, you’ve probably heard that VR is more than “just games” a time or two. Used to describe applications of VR that go beyond first-person shooters—think education, conservation,...

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What a find! The virtual reality glasses that remember where you’ve left your car keys: New technology recognises objects and ‘tracks’ their whereabouts for the wearer

The new Microsoft HoloLenspromises to make losing items a thing of the past Users can hold an object up to the glasses and say ‘track this object’  When they say, for example, ‘where are my keys?’ a screen will pop up saying where it last saw them It can also flash up an alert if...

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Efficacy and safety of non-immersive virtual reality exercising in stroke rehabilitation (EVREST): a randomised, multicentre, single-blind, controlled trial

Summary Background Non-immersive virtual reality is an emerging strategy to enhance motor performance for stroke rehabilitation. There has been rapid adoption of non-immersive virtual reality as a rehabilitation strategy despite the limited evidence about its safety and effectiveness. Our aim was to compare the safety and efficacy of virtual reality with recreational therapy on motor...

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Clinical usefulness of augmented reality using infrared camera based real-time feedback on gait function in cerebral palsy: a case study

Abstract [Purpose] This study investigated the effects of real-time feedback using infrared camera recognition technology-based augmented reality in gait training for children with cerebral palsy. [Subjects] Two subjects with cerebral palsy were recruited. [Methods] In this study, augmented reality based real-time feedback training was conducted for the subjects in two 30-minute sessions per week for...

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Virtual reality training improves social skills of individuals on the Autism spectrum

Summary: Children with autism spectrum disorder, who participated in a virtual reality training program, improved social cognition skills and reported better real-world relationships. Neurocognitive testing showed significant gains in emotional recognition, understanding the perspective of others and the ability to problem solve. Although most children with high-functioning autism have above average intellectual capabilities, they often...