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Virtual reality for sensorimotor rehabilitation post stroke: design principles and evidence

dc.contributor.authorBermúdez i Badia, Sergi
dc.contributor.authorFluet, Gerard G.
dc.contributor.authorLlorens, Roberto
dc.contributor.authorDeutsch, Judith E.
dc.date.accessioned2019-12-06T15:48:02Z
dc.date.available2019-12-06T15:48:02Z
dc.date.issued2016
dc.description.abstractn the recent years, the use of virtual reality (VR) to enhance motor skills of persons with activity and participation restriction due to disease or injury has been become an important area of research. In this chapter, we describe the design of such VR systems and their underlying principles, such as experience-dependent neuroplasticity and motor learning. Further, psychological constructs related to motivation including salience, goal setting, and rewards are commonly utilized in VR to optimize motivation during rehabilitation activities. Hence, virtually simulated activities are considered to be ideal for (1) the delivery of specifi c feedback, (2) the a bility to perform large volumes of training, and (3) the presentation of precisely calibrated diffi culty levels, which maintain a high level of challenge throughout long training sessions. These underlying principles are contrasted with a growing body of research comparing the effi cacy of VR with traditionally presented rehabilitation activities in persons with stroke that demonstrate comparable or better outcomes for VR. In addition, a small body of literature has utilized direct assays of neuroplasticity to evaluate the effects of virtual rehabilitation interventions in persons with stroke. Promising developments and fi ndings also arise from the use of off-the-s helf video game systems for virtual rehabilitation purposes and the integration of VR with robots and brain-computer interfaces. Several challenges limiting the translation of virtual rehabilitation into routine rehabilitation practice need to be addressed but the fi eld continues to hold promise to answer key issues faced by modern healthcare.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationBermúdez i Badia, S., Fluet, G. G., Llorens, R., & Deutsch, J. E. (2016). Virtual reality for sensorimotor rehabilitation post stroke: design principles and evidence. In D. Reinkensmeyer, V. Dietz (eds), Neurorehabilitation technology (573-603). Zürich: Springer.pt_PT
dc.identifier.doi10.1007/978-3-319-28603-7_28pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.13/2628
dc.language.isoengpt_PT
dc.publisherSpringerpt_PT
dc.subjectVirtual realitypt_PT
dc.subjectStrokept_PT
dc.subjectMotor rehabilitationpt_PT
dc.subjectNeuroplasticitypt_PT
dc.subjectMotor learningpt_PT
dc.subjectMotivationpt_PT
dc.subjectSerious gamespt_PT
dc.subjectBrain-computer interfacespt_PT
dc.subjectHapticspt_PT
dc.subject.pt_PT
dc.subjectFaculdade de Ciências Exatas e da Engenhariapt_PT
dc.titleVirtual reality for sensorimotor rehabilitation post stroke: design principles and evidencept_PT
dc.typebook part
dspace.entity.typePublication
oaire.citation.conferencePlaceZürichpt_PT
oaire.citation.endPage603pt_PT
oaire.citation.startPage573pt_PT
oaire.citation.titleNeurorehabilitation technologypt_PT
person.familyNameBermúdez i Badia
person.familyNameLlorens
person.givenNameSergi
person.givenNameRoberto
person.identifier239789
person.identifier.ciencia-idCA17-5E88-2B37
person.identifier.orcid0000-0003-4452-0414
person.identifier.orcid0000-0002-8677-8707
person.identifier.ridC-8681-2018
person.identifier.ridO-8978-2014
person.identifier.scopus-author-id6506360007
person.identifier.scopus-author-id35181534400
rcaap.rightsrestrictedAccesspt_PT
rcaap.typebookPartpt_PT
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relation.isAuthorOfPublicationf7163e80-3c55-4670-80c8-a1d0beeb28df
relation.isAuthorOfPublication.latestForDiscoveryf7163e80-3c55-4670-80c8-a1d0beeb28df

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