2014
DOI: 10.4103/1673-5374.131612
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Virtual reality interface devices in the reorganization of neural networks in the brain of patients with neurological diseases

Abstract: Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual reality interface devices such as the Nintendo® Wii and its peripheral nunchuks-balance board, head mounted displays and joyst… Show more

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Cited by 76 publications
(59 citation statements)
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“…Nintendo Wii exercise program have contributed mainly with the postural control which is dependent on sensory feedback provided by the visual, vestibular and sensory systems (mechanoreceptors and proprioceptors). In line with this, children and adolescents show clear signs of postural balance that depend on the age, process associated with the neural maturity reached between 15-16 years of age 1 . At this age, individuals present a well calibrated postural control.…”
Section: Advantages Of Virtual Reality Interface: Nintendo Wii Devicementioning
confidence: 55%
“…Nintendo Wii exercise program have contributed mainly with the postural control which is dependent on sensory feedback provided by the visual, vestibular and sensory systems (mechanoreceptors and proprioceptors). In line with this, children and adolescents show clear signs of postural balance that depend on the age, process associated with the neural maturity reached between 15-16 years of age 1 . At this age, individuals present a well calibrated postural control.…”
Section: Advantages Of Virtual Reality Interface: Nintendo Wii Devicementioning
confidence: 55%
“…Many VE balance interventions demonstrated positive effects, but they do not exceed controls treated with conventional care 25,40 . These interventions use a wide range of devices, including motion video games 41 , Xbox Kinect 42 , treadmills 43 , and reaching tasks 44 .…”
Section: Impairments Targeted By Ve Interventionsmentioning
confidence: 95%
“…Повышение мотивации и активное вовлечение пациента в тренировочный процесс могут быть достигнуты с применением виртуальной реальности, благодаря которой обеспечивается большая заинтересованность больных в повседневных обыденных занятиях, при этом обеспечивается сенсорная обратная связь, активизируется множество взаимосвязанных систем [17].…”
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