1996
DOI: 10.12968/bjtr.1996.3.4.14846
|View full text |Cite
|
Sign up to set email alerts
|

Virtual reality in neurological rehabilitation

Abstract: Virtual reality (VR) is the computer technology underlying the latest generation of interactive computer games, but its uses go far beyond this. One very exciting area of potential application of VR is neurological rehabilitation. This article outlines four ways in which VR might be used: assessing neurological deficits, increasing patients' levels of interaction with their environments, specific retraining of impaired skills, and, in conjunction with other technologies, as a prosthetic mechanism.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1

Citation Types

0
32
0
1

Year Published

2000
2000
2020
2020

Publication Types

Select...
4
3
2

Relationship

0
9

Authors

Journals

citations
Cited by 40 publications
(33 citation statements)
references
References 9 publications
0
32
0
1
Order By: Relevance
“…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%
“…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%
“…In addition, some advanced technologies in other areas can be used for rehabilitation training, such as virtual reality technology(VR) and 3D motion image capture system with several image sensors. It is originally used for motion analysis and special effects of film or television, but also can be applied in the gait analysis [2].…”
Section: Introductionmentioning
confidence: 99%
“…These results indicate that a virtual collaborative environment seems to be a consistent coping environment, tapping two classes of stress: (a) aversive or ambiguous situations, and (b) loss or failure situations in relation to the stress inoculation theory. 3 In terms of coping behaviors, a distinction is made between self-directed and environment-directed strategies. A great advantage of the virtual collaborative environment with the behaviorally enhanced sound-kinetic avatar is the consideration of team coping intentions in different stages.…”
Section: Introductionmentioning
confidence: 99%
“…HE USE OF VIRTUAL REALITY (VR) to develop new diagnostic tools for psychology and neuropsychology has been proposed and discussed in many research groups [3][4][5][6] since the early 1990s. Basically, VR is suggested as a means of assessing aspects of behavior that are normally inaccessible during traditional formal psychometric testing.…”
Section: Introduction Tmentioning
confidence: 99%