4.3 Review

Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies

Journal

EXPERT REVIEW OF MEDICAL DEVICES
Volume 15, Issue 2, Pages 107-117

Publisher

TAYLOR & FRANCIS LTD
DOI: 10.1080/17434440.2018.1425613

Keywords

Virtual reality; cognitive and motor rehabilitation; sense of presence; body ownership and agency; immersion and interaction; serious exergame

Funding

  1. Line of Research 'Cognitive and Motor Neurorehabilitation' of Fondazione Santa Lucia
  2. BIAL Foundation [150/14]

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Introduction: Over recent decades many researchers and clinicians have started to use Virtual Reality (VR) as a new technology for implementing innovative rehabilitation treatments in cognitive and motor domains. However, the expression VR' has often also been improperly used to refer to video games. Further, VR efficacy, often confused with that of video-game exercises, is still debated.Areas covered: In this review, we provide the scientific rationale for the advantages of using VR systems in rehabilitation and investigate whether the VR could really be a promising technique for the future of rehabilitation of patients, or if it is just an entertainment for scientists. In addition, we describe some of the most used devices in VR with their potential advantages for research and provide an overview of the recent evidence and meta-analyses in rehabilitation.Expert commentary: We highlight the efficacy and fallacies of VR in neurorehabilitation and discuss the important factors emerging from the use of VR, including the sense of presence and the embodiment over a virtual avatar, in developing future applications in cognitive and motor rehabilitation.

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