2017
DOI: 10.1016/j.jstrokecerebrovasdis.2016.08.035
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Therapeutic Effect of Virtual Reality on Post-Stroke Patients: Randomized Clinical Trial

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Cited by 55 publications
(40 citation statements)
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“…Currently, home rehabilitation protocols are addressed to those patients in a game context, thus maintaining the effectiveness of cognitively challenging exercises [22]. For that reason, telerehabilitation systems based on motion capture have been shown to increase the intensity of rehabilitation sessions and improve the user's experience [23], [24]. These systems have encouraged the use of different kinds of commercial sensor technologies for capturing, storing, analyzing and processing movement information related to orientation and position of different body segments (limbs) of patients from which both video and spatiotemporal signals are acquired [21], [25].…”
Section: Overview Of Technologies For Telerehabilitationmentioning
confidence: 99%
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“…Currently, home rehabilitation protocols are addressed to those patients in a game context, thus maintaining the effectiveness of cognitively challenging exercises [22]. For that reason, telerehabilitation systems based on motion capture have been shown to increase the intensity of rehabilitation sessions and improve the user's experience [23], [24]. These systems have encouraged the use of different kinds of commercial sensor technologies for capturing, storing, analyzing and processing movement information related to orientation and position of different body segments (limbs) of patients from which both video and spatiotemporal signals are acquired [21], [25].…”
Section: Overview Of Technologies For Telerehabilitationmentioning
confidence: 99%
“…In terms of developed technologies, most of those systems aim to support the physical rehabilitation through some virtual rehabilitation applications, which are based on serious games (exergames). Like in other countries in Latin America, those systems propose to use different low-cost devices such as Kinect® [59], [61], [62], Nintendo Wii® [24], [28], balance board [64] and PlayStation EYE® webcam [63], among others. Those initiatives allowed to provide therapeutic treatments for hemiparetic stroke [24], [28], [63], [64] and upper limb disabilities [61], [62].…”
Section: Brazilmentioning
confidence: 99%
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“…In this situation, users can directly participate in the system and explore the simulation object in the environment [26]. For the remote rehabilitation system, the virtual reality technology will make the rehabilitation training more efficiency, more scientific and interesting, making the training time funny, and the training effect is more significant [27]. The development of virtual …”
Section: Remote Rehabilitation Services and Virtual Reality Trainingmentioning
confidence: 99%
“…Different types of stroke can cause different degrees of dysfunction, such as difficulty in accomplishing daily living activities, learning, maintaining body position, posture transfer, gait, balance, and social factors like interpersonal interactions [2]. In this sense, several interventions are proposed for the rehabilitation of patients with stroke sequelae that vary from muscle and isolated segment exercises by passive kinesiotherapy to active intervention such as resistance exercises [3], motor imagery [4], walking training [5], virtual reality [6], practice-oriented tasks [7]. and circuit-based activities [8].…”
Section: Introductionmentioning
confidence: 99%