2021
DOI: 10.1186/s12984-021-00848-w
|View full text |Cite
|
Sign up to set email alerts
|

Immersive virtual reality during gait rehabilitation increases walking speed and motivation: a usability evaluation with healthy participants and patients with multiple sclerosis and stroke

Abstract: Background The rehabilitation of gait disorders in patients with multiple sclerosis (MS) and stroke is often based on conventional treadmill training. Virtual reality (VR)-based treadmill training can increase motivation and improve therapy outcomes. The present study evaluated an immersive virtual reality application (using a head-mounted display, HMD) for gait rehabilitation with patients to (1) demonstrate its feasibility and acceptance and to (2) compare its short-term effects to a semi-imm… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

2
58
0
3

Year Published

2021
2021
2024
2024

Publication Types

Select...
7
3

Relationship

0
10

Authors

Journals

citations
Cited by 82 publications
(63 citation statements)
references
References 65 publications
(84 reference statements)
2
58
0
3
Order By: Relevance
“…In addition, VR can be considered semi-immersive when large screens are used [24]. In comparison, immersive VR (iVR) allows a 360 • view of a virtual environment through a head-mounted display, in which patients can interact with virtual objects by using hand-held controllers or their own hands [25]. Some examples of this technology are the Oculus Quest or HTC Vive.…”
Section: Introductionmentioning
confidence: 99%
“…In addition, VR can be considered semi-immersive when large screens are used [24]. In comparison, immersive VR (iVR) allows a 360 • view of a virtual environment through a head-mounted display, in which patients can interact with virtual objects by using hand-held controllers or their own hands [25]. Some examples of this technology are the Oculus Quest or HTC Vive.…”
Section: Introductionmentioning
confidence: 99%
“…However, a fully immersive VR treadmill exergame can expose the individual to tasks beyond merely viewing a scene as in the study by Kim et al ( 2017 ). A good example of this is the VR environment used by Winter et al ( 2021 ) where players rebuild their companions world by walking on a treadmill. The technology can easily be used to create a multi-component environment where the player can perform more complicated tasks that focus on training specific functions while walking on a treadmill—although these could turn out to be too demanding and cause frustration or rejection (Laver et al, 2015 ).…”
Section: Introductionmentioning
confidence: 99%
“…The rehabilitation of gait disorders in patients with multiple sclerosis and stroke is often based on conventional treadmill training. VR-based treadmill training can increase motivation and improve therapy outcomes [3]. The same is confirmed for upper limb motor recovery, when combined with arm cycling [4].…”
Section: Introductionmentioning
confidence: 80%