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2005
DOI: 10.1162/1054746053967094
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A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy

Abstract: The use of virtual-reality technology in the areas of rehabilitation and therapy continues to grow, with encouraging results being reported for applications that address human physical, cognitive, and psychological functioning. This article presents a SWOT (Strengths, Weaknesses, Opportunities, and Threats) analysis for the field of VR rehabilitation and therapy. The SWOT analysis is a commonly employed framework in the business world for analyzing the factors that influence a company's competitive position in… Show more

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Cited by 738 publications
(446 citation statements)
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References 61 publications
(64 reference statements)
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“…Virtual reality displays are known to cause simulator sickness (similar to motion sickness) after prolonged use without a break. 1,43 In future studies a larger number of more experienced and less experienced clinicians will be recruited for the virtual driving evaluations. The consensus building protocol would be implemented so that clinicians with all levels of experience can interpret and evaluate the VPMRT scale in a more uniform fashion.…”
Section: Discussionmentioning
confidence: 99%
“…Virtual reality displays are known to cause simulator sickness (similar to motion sickness) after prolonged use without a break. 1,43 In future studies a larger number of more experienced and less experienced clinicians will be recruited for the virtual driving evaluations. The consensus building protocol would be implemented so that clinicians with all levels of experience can interpret and evaluate the VPMRT scale in a more uniform fashion.…”
Section: Discussionmentioning
confidence: 99%
“…The potential for game-based approaches in rehabilitation practice to provide a more engaging and motivating experience and that large numbers of game-based rehabilitation scenarios could be developed to provide greater realism and to correspond more closely to a wide range of everyday activities is now being more fully recognised [8][9][10][11][12]. Furthermore, there is now a growing evidence base to support their use in a variety of different rehabilitation applications including mobility and aerobic fitness [13][14][15], post-stroke rehabilitation of hand-arm function [16][17][18], balance [14,[19][20][21], pain distraction while undergoing treatment/therapy [22], and treatment of amblyopia ("lazy eye") [23].…”
Section: Introductionmentioning
confidence: 99%
“…The purpose of this randomized pilot study was to investigate the effect of cervical 9 kinematic training (KT) with and without VR training in people with chronic neck pain. It is 10 hypothesized that both regimes would improve neck pain, disability and kinematics but VR training 11 would improve these factors more so considering its interactive nature and potential ability to 12 distract from pain and anxiety.…”
mentioning
confidence: 99%