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Virtual reality for the rehabilitation of the upper limb motor function after stroke: a prospective controlled trial

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TLDR
VR rehabilitation in post-stroke patients seems more effective than conventional interventions in restoring upper limb motor impairments and motor related functional abilities.
Abstract
Recent evidence has demonstrated the efficacy of Virtual Reality (VR) for stroke rehabilitation nonetheless its benefits and limitations in large population of patients have not yet been studied. To evaluate the effectiveness of non-immersive VR treatment for the restoration of the upper limb motor function and its impact on the activities of daily living capacities in post-stroke patients. A pragmatic clinical trial was conducted among post-stroke patients admitted to our rehabilitation hospital. We enrolled 376 subjects who had a motor arm subscore on the Italian version of the National Institutes of Health Stroke Scale (It-NIHSS) between 1 and 3 and without severe neuropsychological impairments interfering with recovery. Patients were allocated to two treatments groups, receiving combined VR and upper limb conventional (ULC) therapy or ULC therapy alone. The treatment programs consisted of 2 hours of daily therapy, delivered 5 days per week, for 4 weeks. The outcome measures were the Fugl-Meyer Upper Extremity (F-M UE) and Functional Independence Measure (FIM) scales. Both treatments significantly improved F-M UE and FIM scores, but the improvement obtained with VR rehabilitation was significantly greater than that achieved with ULC therapy alone. The estimated effect size of the minimal difference between groups in F-M UE and FIM scores was 2.5 ± 0.5 (P < 0.001) pts and 3.2 ± 1.2 (P = 0.007) pts, respectively. VR rehabilitation in post-stroke patients seems more effective than conventional interventions in restoring upper limb motor impairments and motor related functional abilities. Italian Ministry of Health IRCCS Research Programme 2590412

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Augmented Reality and Gamification in Education: an application to assist the learning process of students with intellectual disabilities

TL;DR: In this paper, the AR-G Educational Activities, an augmented reality with gamification application to assist the learning process of students with intellectual disabilities, is presented, which is an easy to learn tool and provides satisfaction from potential users during use.
Journal ArticleDOI

Investigation of fMRI protocol for evaluation of Gestural Interaction applied to upper-limb motor improvement

TL;DR: A pilot study aiming to investigate the use of a functional magnetic resonance imaging (fMRI) protocol to analyze brain connectivity changes in subjects undergoing upper limb training through a VR environment found no significant changes in motor cortex connectivity.
Journal ArticleDOI

Use of Virtual Reality in Children with Dyslexia

TL;DR: In this article , the use of virtual reality rehabilitation system (VRRS) in children with dyslexia has been evaluated, and the results showed a significant difference in word reading test scores as well as in homophonic writing.
Proceedings ArticleDOI

A VR-based self-rehabilitation system

TL;DR: A VR-based self-rehabilitation system which utilizes the virtual training model rendered by OpenGL and collects electromyography (EMG) signals from the subjects to perform hand motion recognition and the effectiveness of the proposed rehabilitation system has been verified by experiments.
Proceedings ArticleDOI

Novel Therapeutic Game Controller for Telerehabilitation of Spastic Hands: Two Case Studies

TL;DR: The novel BrightBrainer Grasp (BBG) controller was designed to overcome barriers when used in virtual rehabilitation of individuals post-stroke and it is designed to minimize friction when used by those with no gravity bearing.
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Eric R. Ziegel
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