2012 Annual International Conference of the IEEE Engineering in Medicine and Biology Society 2012
DOI: 10.1109/embc.2012.6347395
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Vestibular physical therapy intervention: utilizing a computer assisted rehabilitation environment in lieu of traditional physical therapy

Abstract: Abstract-Advanced technology such as virtual reality or immersive environments increases the complexities and challenges therapists can impose on their patients. In this study, four patients with mild traumatic brain injury utilized a Computer Assisted Rehabilitation Environment (CAREN) in place of traditional vestibular physical therapy. Patients visited the CAREN twice weekly for 6 weeks. Therapy sessions included a variety of applications that tasked the cognitive and physical capabilities of individual pat… Show more

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Cited by 21 publications
(10 citation statements)
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“…Recently, VR was introduced to vestibular rehabilitation with various devices and protocols in which VR techniques had a similar effect to conventional vestibular therapy [1,6]. Some of the implemented techniques utilize expensive equipment, which limits and delays treatment.…”
Section: Introductionmentioning
confidence: 99%
“…Recently, VR was introduced to vestibular rehabilitation with various devices and protocols in which VR techniques had a similar effect to conventional vestibular therapy [1,6]. Some of the implemented techniques utilize expensive equipment, which limits and delays treatment.…”
Section: Introductionmentioning
confidence: 99%
“…Approximately half of the cohort approached these clinical criteria for improvement, and those individuals who improved the most had lower scores before the training (data not shown). The current results add to the growing body of evidence suggesting that augmented reality or VFB may be an important tool for balance rehabilitation [10,55,56], by expanding those results specifically to balance training during walking.…”
Section: Discussionmentioning
confidence: 60%
“…The use of VR in the area of VeR was first reported in the 1990s by Viirre and Kramer [56,57]. Their study included the use of head-mounted displays (HMDs) and large screens [58][59][60][61]. To be more consistent in using VR may lead to increasing VOR gain and decreasing dizziness by inducing adaptation [62].…”
Section: Virtual Reality (Vr)mentioning
confidence: 99%