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.

Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies / Tieri, G; Morone, G; Paolucci, S; Iosa, M. - In: EXPERT REVIEW OF MEDICAL DEVICES. - ISSN 1743-4440. - 15:(2018), pp. 107-117. [10.1080/17434440.2018.1425613]

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

Iosa M
2018

Abstract

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.
2018
virtual reality; cognitive and motor rehabilitation; sense of presence; body ownership and agency; immersion and interaction; serious exergame
01 Pubblicazione su rivista::01g Articolo di rassegna (Review)
Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies / Tieri, G; Morone, G; Paolucci, S; Iosa, M. - In: EXPERT REVIEW OF MEDICAL DEVICES. - ISSN 1743-4440. - 15:(2018), pp. 107-117. [10.1080/17434440.2018.1425613]
File allegati a questo prodotto
File Dimensione Formato  
Tieri_Virtual-reality_2018.pdf

solo gestori archivio

Tipologia: Versione editoriale (versione pubblicata con il layout dell'editore)
Licenza: Tutti i diritti riservati (All rights reserved)
Dimensione 1.4 MB
Formato Adobe PDF
1.4 MB Adobe PDF   Contatta l'autore

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/1478040
Citazioni
  • ???jsp.display-item.citation.pmc??? 43
  • Scopus 241
  • ???jsp.display-item.citation.isi??? 208
social impact