2009
DOI: 10.2340/16501977-0459
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Exercises for paretic upper limb after stroke: A combined virtual-reality and telemedicine approach

Abstract: Both strategies were effective, but the experimental approach induced better outcomes in motor performance. These results may favour early discharge from hospital sustained by a telerehabilitation programme, with potential beneficial effects on the use of available resources.

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Cited by 234 publications
(220 citation statements)
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“…The improvement in the motor recovery of upper limb was observed in patients here are congruent with other studies, such as in the measurements of Fugl-Meyer Scale (13), (23), (27,28), in the Box and Blocks Test (22), (27), and in the active ROM shoulder (29). Piron et al (28) used the VR to recuperate the upper limb in hemiparetic Stroke patients.…”
Section: Discussionsupporting
confidence: 79%
See 1 more Smart Citation
“…The improvement in the motor recovery of upper limb was observed in patients here are congruent with other studies, such as in the measurements of Fugl-Meyer Scale (13), (23), (27,28), in the Box and Blocks Test (22), (27), and in the active ROM shoulder (29). Piron et al (28) used the VR to recuperate the upper limb in hemiparetic Stroke patients.…”
Section: Discussionsupporting
confidence: 79%
“…According to some studies the VR is a potential induction resource of neuroplastic mechanisms to explain the improvement in patients survivors of Stroke (7), (21,22,23,24,25,26,27,28). The researches indicate the possible mechanisms as being: the regression of the perilesional inhibition (reversion of the ischemic penumbra), intracortical disinhibition with a greater activation of the contralateral motor cortex to the lesion and the activation of neuronal mirror populations (7), (23).…”
Section: Discussionmentioning
confidence: 99%
“…To date, no study has provided a virtual reality-based intervention over prolonged periods of time in a home-based setting for participants to use at their discretion (thereby exploring the premise that virtual-reality game play enhances motivation and thus practice), whereby, arguably, the novelty of playing may wane and use of the technology slowly diminish. Piron et al have investigated a combination of virtual reality and telerehabilitation in the home environment, but participants were restricted in this study to playing 1 hour a day, 5 days a week for 1 month [30]. Exploring the novelty factor in enhancing motivation to practice movement is a possible next step in investigating this type of intervention.…”
Section: Discussionmentioning
confidence: 99%
“…VR applications are frequently used in different disease groups for this purpose. VR applications are used in a variety of areas, such as neurological, orthopedic, cognitive function, sensory-perceptual and mental health disorders in basic/instrumental daily life activities [13][14][15][16]. Following sections will include these areas.…”
Section: Virtual Realitymentioning
confidence: 99%