Virtual, Augmented and Mixed Reality for Physiotherapy Interventions
A special issue of Bioengineering (ISSN 2306-5354). This special issue belongs to the section "Biomedical Engineering and Biomaterials".
Deadline for manuscript submissions: 30 November 2024 | Viewed by 1057
Special Issue Editors
Interests: physiotherapy; virtual reality; augmented reality; mixed reality; neurorehabilitation; musculoskeletal disorders; pain; cardiorespiratory rehabilitation; traumatic injuries; cancer; physiotherapy learning and teaching
Interests: physiotherapy; virtual reality; augmented reality; mixed reality; neurorehabilitation; musculoskeletal disorders; postural balance; vestibular system; pain; cardiorespiratory rehabilitation; traumatic injuries; cancer; physiotherapy learning and teaching
Special Issue Information
Dear Colleagues,
It is our pleasure to introduce a Special Issue of Bioengineering dedicated to the use of virtual, augmented and mixed reality devices, applications and software in physiotherapy.
In recent times, the use of virtual reality devices, applications and games (commercial video games and/or serious games) has increased in the physiotherapy treatment of pathologies of various origins (neurological, musculoskeletal, chronic pain, balance disorders, cancer or cardio-respiratory rehabilitation). More and more physiotherapists are using virtual reality as a complementary therapeutic tool in their clinical and research practice.
Regarding the first virtual and augmented reality devices, there has currently been a notable evolution, since they are increasingly cheaper and require less space for use. Furthermore, these devices are not only used as therapeutics, but can be tools to implement new diagnostic tools, and in the training of future Health Sciences professionals (for example, being used to teach anatomy or to learn therapeutic procedures, such as instrumental procedures or musculoskeletal mobilizations among others).
Virtual reality devices and applications allow the recreation of virtual environments that simulate real life, and in which the user feels immersed (presence) and can interact with virtual elements (immersion). Depending on the level of presence and immersion, virtual reality devices and applications can be immersive, semi-immersive or non-immersive. Augmented reality superimposes virtual elements onto the real world, allowing individuals to interact with real and virtual elements simultaneously. One of the main advantages of these systems is that they allow therapies to be personalized, depending on the patient's condition, in addition to being able to train functional skills through playful games that increase the patient's motivation and adherence to the Physiotherapy treatment. Additionally, these systems can be used remotely from the physical therapy center and guided by a physical therapist (telerehabilitation). Therapists prescribe web-based exercise routines that patients perform from the comfort of their homes.
The aim of this Special Issue is to provide an overview of evidence from clinical and basic research perspectives about the use of virtual reality applications in Physiotherapy. A non-exhaustive list of potential papers may include studies on clinical populations, or teaching approaches for healthcare students. In this Special Issue, we will consider research articles, communications, opinion/perspective articles, and review articles (narrative review, systematic review, and meta-analysis).
Dr. Esteban Obrero-Gaitán
Dr. Irene Cortés Pérez
Guest Editors
Manuscript Submission Information
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Keywords
- virtual reality
- augmented reality
- mixed reality
- video games
- serious games
- physiotherapy
- neurorehabilitation
- musculoskeletal disorders
- pain
- disability
- postural balance disorders
- vestibular disorders
- cardiorespiratory rehabilitation
- cancer
- physiotherapy teaching and learning
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