The Use of Virtual Reality (VR) in Medical Rehabilitation: Assessment Tools, Application Methods, VR Technology and Clinical Applications

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Biomedical Engineering".

Deadline for manuscript submissions: 20 October 2024 | Viewed by 2579

Special Issue Editors


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Guest Editor
Faculty of Medicine, Transilvania University of Brasov, Brasov, Romania
Interests: physical medicine and rehabilitation; stroke rehabilitation; assessment and physical examination; kinesiology; clinical examination; physical medicine; applied kinesiology; neurologic gait disorders; ICF
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Rehabilitation, Physical Medicine and Rheumatology, “Victor Babes” University of Medicine and Pharmacy of Timisoara, 300041 Timisoara, Romania
Interests: scoliosis; pediatric rehabilitation; functional capacity assessment
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

VR technology has been used in medicine since the 1990s. One of its applications involves the creation of a virtual, interactive environment using assistive health technology, which is used for rehabiliation, e.g., to restore sensory and motor skills lost due to trauma or illness (stroke and brain trauma, spinal cord injury, paralysis of limbs, amputations of the upper or lower limb, stroke, spinal cord injuries, cerebral palsy, neurodegenerative and demyelinating diseases, neuromuscular diseases, vestibular impairments, etc.).

This Special Issue will describe the most recent research and developments in the field of Medical Rehabilitation using VR technologies. This complex interdisciplinary field is located at the interface of physical medicine and rehabilitation, physical therapy, biomechanics, kinesiology, bioengineering, neurology and movement disorders, traumatology, etc. Specialists focusing on Medical Rehabilitation through VR aim to create the optimal conditions for the functional rehabilitation of distressed and/or disabled patients. Potential topics may include (but are not limited to) assessment tools, application methods, VR technology and clinical applications.

Dr. Roxana Miclaus
Dr. Elena Amaricai
Guest Editors

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Keywords

  • postural/balance assessment and training
  • proprioceptive rehabilitation
  • gait analysis and training
  • virtual reality
  • assistive technologies
  • exoskeletons
  • telerehabilitation
  • environmental interventions
  • ergonomics

Published Papers (4 papers)

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Research

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16 pages, 8776 KiB  
Article
Virtual Reality-Powered Wrist Therapy: Developing a Therapist-Driven Exit-the-Room Serious Game with Hand Gesture Interactions
by René Baranyi, Christoph Hirber, Lukas Roehrling, Christoph Aigner, Dominik Hoelbling, Werner Hoerner and Thomas Grechenig
Appl. Sci. 2024, 14(11), 4780; https://doi.org/10.3390/app14114780 - 31 May 2024
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Abstract
Wrist injuries, driven by factors such as an aging population and the popularity of high-impact sports, have become increasingly prevalent. In response, this study focuses on developing a serious game for wrist injury rehabilitation within a virtual environment, aiming to enhance motivation and [...] Read more.
Wrist injuries, driven by factors such as an aging population and the popularity of high-impact sports, have become increasingly prevalent. In response, this study focuses on developing a serious game for wrist injury rehabilitation within a virtual environment, aiming to enhance motivation and therapeutic adherence while highlighting the potential of virtual rehabilitation. Extensive literature research and the involvement of five experts during the game’s design led to the creation of “WristBreakout”, which successfully integrated 13 out of 15 recommended movements into gameplay. In addition, the technical feasibility of the VR headset “MetaQuest” within the domain of wrist rehabilitation was shown. A preliminary evaluation with six healthy participants showed positive results in terms of usability and acceptance (SUS average was 69; UES categories were between 3.97 and 4.77). This work contributes to the broader context of serious games and virtual reality (VR) applications in healthcare, exemplifying how technology can positively impact the rehabilitation experience. Full article
15 pages, 1970 KiB  
Article
Investigating the Effects of Virtual Reality-Based Training on Balance Ability and Balance Confidence in Older Individuals
by Oshin Wilson, Nicole Arnold and Lara A. Thompson
Appl. Sci. 2024, 14(11), 4581; https://doi.org/10.3390/app14114581 - 27 May 2024
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Abstract
Each year, over 25% of adults aged sixty-five years old or older suffer a fall, and three million are treated for fall-related injuries due to lack of balance. Here, we aimed to investigate how virtual reality (VR)-based training affects balance performance and confidence [...] Read more.
Each year, over 25% of adults aged sixty-five years old or older suffer a fall, and three million are treated for fall-related injuries due to lack of balance. Here, we aimed to investigate how virtual reality (VR)-based training affects balance performance and confidence in older adults. To accomplish this goal, we studied 21 healthy, older individuals between 60 and 85 years old, both pre- and post-training (6 weeks of training, twice per week (or 12 sessions)). The VR group donned an Oculus VR headset and consisted of nine participants (aged 75.9 ± 3.7 years old), while the control group (aged 75.1 ± 6.7 years old) performed training without a headset and consisted of eight participants that completed our study. To assess balance ability, we utilized the Balance Error Scoring System (BESS) and the Timed Up and Go (TUG) test. To assess balance confidence, we implemented the Activities-Specific Balance Confidence (ABC) Scale and, to assess fear of falling, the Tinetti Falls Efficacy Scale (FES). Further, we assessed depression (via the Geriatric Depression Scale (GDS)) and cognitive ability (via the Mini-Mental State Examination (MMSE)). The post-training results showed improvements in balance ability for both the VR and control groups, as well as changes in the relationship between balance confidence and balance ability for the VR group only. Further, improvements in cognitive ability were seen in the control group. This study is an indication that older individuals’ balance ability may benefit from several weeks of targeted training. Full article
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14 pages, 454 KiB  
Article
Immersive Virtual Reality Application for Rehabilitation in Unilateral Spatial Neglect: A Promising New Frontier in Post-Stroke Rehabilitation
by Katarzyna Matys-Popielska, Krzysztof Popielski, Paulina Matys and Anna Sibilska-Mroziewicz
Appl. Sci. 2024, 14(1), 425; https://doi.org/10.3390/app14010425 - 3 Jan 2024
Cited by 1 | Viewed by 1340
Abstract
Stroke is a leading cause of disability among adults in Europe. Complications following stroke include limb paresis and unilateral spatial neglect (USN) syndrome. These complications significantly reduce the patient’s ability to function normally both in the short and long term. The chance to [...] Read more.
Stroke is a leading cause of disability among adults in Europe. Complications following stroke include limb paresis and unilateral spatial neglect (USN) syndrome. These complications significantly reduce the patient’s ability to function normally both in the short and long term. The chance to regain function is rehabilitation. One of the techniques in USN’s rehabilitation is repetitive visual scanning training, and the effects of rehabilitation can be enhanced by limb activation, such as moving objects from one side to the other. However, rehabilitation carried out in this way is monotonous, and the assistance of a physiotherapist is necessary. This paper proposes an alternative method of rehabilitation, using virtual reality. The created application contains the most important element that occurs during rehabilitation, which is a movement pattern. At the same time, it diversifies the rehabilitation process and allows rehabilitation without constant contact with a physiotherapist. This paper presents the most important strategies to minimize the occurrence of cybersickness, which were applied in the developed application. The created application was approved by a physician and tested with the participation of five post-stroke patients. The first results were positive. Increased motivation was observed among patients using VR in therapy. Patients noticed an improvement in motor function, as well as a reduction in reaction times. In addition, physiotherapists observed an improvement in the range of motion during virtual reality therapy compared to traditional therapy. This gives hope that the app can be used in clinical practice. However, in order for the app to be incorporated into clinical practice, it is necessary to conduct studies with a larger group of patients. Full article
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Review

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16 pages, 727 KiB  
Review
Virtual Reality Applications for Balance Rehabilitation and Efficacy in Addressing Other Symptoms in Multiple Sclerosis—A Review
by Elena Bianca Basalic, Nadinne Roman, Vlad Ionut Tuchel and Roxana Steliana Miclăuș
Appl. Sci. 2024, 14(10), 4244; https://doi.org/10.3390/app14104244 - 16 May 2024
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Abstract
(1) Background: Since multiple sclerosis (MS) is a neurological pathology known for its disabling effects across many domains, the introduction of virtual reality (VR) usage has been attempted, as it represents a new method of approach to rehabilitation and treatment of chronic neurological [...] Read more.
(1) Background: Since multiple sclerosis (MS) is a neurological pathology known for its disabling effects across many domains, the introduction of virtual reality (VR) usage has been attempted, as it represents a new method of approach to rehabilitation and treatment of chronic neurological pathologies. Encouraging research has explored the use of video game consoles and VR-assisted Robot-Assisted Gait Training (RAGT) to address balance disturbances in this population. (2) Methods: The search involved two databases, Web of Science and PubMed, utilizing a selection of terms including “Virtual reality”, “Multiple sclerosis”, “Balance”, and “Rehabilitation”. Two reviewers initiated and performed the search for articles, subsequently selecting and extracting data from the studies. The PEDro scale was the tool for evaluating the quality of the articles that we introduced in our research. (3) Results: After rigorous scanning, nine articles remained eligible for our study. VR interventions, particularly compared to standard balance training, consistently improved balance in multiple sclerosis. Robotic-assisted technology with 2D VR yielded superior results in balance rehabilitation. VR interventions had varied effects on walking speed. They have shown promise in decreasing the risk of falls and improving patients’ daily lives while reducing fatigue in multiple sclerosis. (4) Conclusions: VR offers comparable or superior benefits to classical exercise and no intervention for balance but does not significantly improve functional mobility. However, it shows the potential to improve quality of life and fatigue in MS patients. Investigation of VR alongside RAGT is important to be performed with larger sample sizes and comprehensive results are needed to fully understand its efficacy in MS rehabilitation. Full article
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