Virtual reality in neurorehabilitation
Abstract
This chapter provides an overview of applications of virtual reality (VR) to rehabilitation. A key concept related to VR is immersion. Immersion relates to the extent to which the VR system succeeds in delivering an environment which refocuses a user's sensations from the real world to a virtual world. Virtual environments are usually experienced with the aid of special hardware and software for input and output. Visual information is commonly displayed by head mounted displays (HMDs), projection systems or flat screens of varying size. VR applications in rehabilitation are expanding at a rapid pace and a large variety of platforms and programs are currently being used and developed. It has been used as a medium for the assessment and rehabilitation of cognitive processes. The ultimate goal of VR-based intervention is to enable clients to become more able to participate in their own real environments in an independent manner.
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The flexibility of many VR applications can make training ecologically meaningful in an enriched environment and give children opportunities to cognitively engage in solving motor tasks.
“The flexibility of many VR applications offers the opportunities to ensure that training is ecologically meaningful in an enriched environment, which provide the opportunity for children to cognitively engage in problem solving their motor task.12,13”
From Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials (2018) · cites this paper as [13]
VR games usually have attainable goals that can be progressed and that enhance children's attention in therapy.
“VR games usually have goals to attain that can be progressed and enhance children's attention in therapy.[11][12][13]”
From Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials (2018) · cites this paper as [13]
Motor learning is promoted with better retention when practice conditions resemble the contexts in which the task will be performed.
“Moreover, if motor learning occurred when the practice conditions are as similar as the contexts where the task would be performed, the learning will be promoted with better retention effect.[12][13][14]”
From Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials (2018) · cites this paper as [13]
Animated VR environments can provide a simulated setting for children to practice skills that may not be feasible in the real world.
“Also, the animated environment provided by VR can vividly provide a simulated environment for children to practice some skills that may not be feasible to do in the real world.13”
From Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials (2018) · cites this paper as [13]
The more similar a VR environment is to the real world, the better the transfer of motor skill.
“The more similar the VR is toward the real-world environment, the better transfer in motor skill.13,14”
From Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials (2018) · cites this paper as [13]
Augmented feedback from VR, such as seeing one's own movements during play, can enhance motor learning, especially in children with CP whose intrinsic sensory feedback may be impaired.
“The augmented feedback provided by the VR system such as seeing own movements during play can enhance motor learning, especially in children with CP whose intrinsic feedback from their sensory system might be impaired.12,13”
From Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials (2018) · cites this paper as [13]
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- Authors
- Weiss, P. L., Kizony, R., Feintuch, U., & Katz, N.
- Venue
- Textbook of Neural Repair and Rehabilitation
- Publisher
- Cambridge University Press
- Published
- 2006-02-16
- Pages
- 182-197
- OpenAlex
- W2499299062
- Cited by
- 265
- References
- 0
- Citations by year
- 2026: 6 · 2025: 16 · 2024: 27 · 2023: 20 · 2022: 21 · 2021: 23 · 2020: 18 · 2019: 16 · 2018: 9 · 2017: 13 · 2016: 13 · 2015: 13 · 2014: 9 · 2013: 17 · 2012: 7
- FWCI
- 9.61
- Type
- book chapter
- Language
- en
- Open access
- closed
- Locations
- Cambridge University Press eBooks (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Functions and Memory
- Keywords
- virtual reality, neurorehabilitation, immersion, virtual worlds, head-mounted displays, cognitive rehabilitation, cognitive assessment, rehabilitation technology
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