ArticleFrontiers in aging neuroscience2016
A Comparative Analysis of 2D and 3D Tasks for Virtual Reality Therapies Based on Robotic-Assisted Neurorehabilitation for Post-stroke Patients.
Article in Frontiers in aging neuroscience, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06206213 (Investigation of the Effects of Two Types of Locomotion in the Virtual Environment in Terms of Postural Stability and Cybersickness.), which is not on this map. Cited by 13 papers, 1 of them a synthesis that pooled it.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Investigation of the Effects of Two Types of Locomotion in the Virtual Environment in Terms of Postural Stability and Cybersickness.
Who cites it
13 citing papers in PubMed, 1 synthesis or guideline pooled it.
- A systematic review on the usability of robotic and virtual reality devices in neuromotor rehabilitation: patients' and healthcare professionals' perspective.BMC health services research · 2022Pooled it
- The Role of Virtual Reality on Parkinson's Disease Management: A Bibliometric and Content Analysis.Sensors (Basel, Switzerland) · 2025Review
- Influence of virtual reality and task complexity on digital health metrics assessing upper limb function.Journal of neuroengineering and rehabilitation · 2024Observational
- The Role of Immersion for Improving Extended Reality Analysis of Personalized Flow Simulations.Cardiovascular engineering and technology · 2023Article
- A Taxonomy for Augmented and Mixed Reality Applications to Support Physical Exercises in Medical Rehabilitation-A Literature Review.Healthcare (Basel, Switzerland) · 2022Review
- The Application of Biological Feedback in the Rehabilitation of Patients after Ischemic Stroke.Sensors (Basel, Switzerland) · 2022Article
- Clinical validation of kinematic assessments of post-stroke upper limb movements with a multi-joint arm exoskeleton.Journal of neuroengineering and rehabilitation · 2021Article
- Robot-Assisted Therapy and Constraint-Induced Movement Therapy for Motor Recovery in Stroke: Results From a Randomized Clinical Trial.Frontiers in neurorobotics · 2021Article
- Effects of Gamification in BCI Functional Rehabilitation.Frontiers in neuroscience · 2020Article
- Human arm joints reconstruction algorithm in rehabilitation therapies assisted by end-effector robotic devices.Journal of neuroengineering and rehabilitation · 2018Article
- Experiences of treadmill walking with non-immersive virtual reality after stroke or acquired brain injury - A qualitative study.PloS one · 2018Article
- The Clinical Utility of Virtual Reality in Neurorehabilitation: A Systematic Review.Journal of central nervous system disease · 2018Review
- Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study.Frontiers in neurology · 2017Article
Corrections and comments
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Authors and funding
7 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Post-stroke neurorehabilitation based on virtual therapies are performed completing repetitive exercises shown in visual electronic devices, whose content represents imaginary or daily life tasks. Currently, there are two ways of visualization of these task. 3D virtual environments are used to get a three dimensional space that represents the real world with a high level of detail, whose realism is determinated by the resolucion and fidelity of the objects of the task. Furthermore, 2D virtual environments are used to represent the tasks with a low degree of realism using techniques of bidimensional graphics. However, the type of visualization can influence the quality of perception of the task, affecting the patient's sensorimotor performance. The purpose of this paper was to evaluate if there were differences in patterns of kinematic movements when post-stroke patients performed a reach task viewing a virtual therapeutic game with two different type of visualization of virtual environment: 2D and 3D. Nine post-stroke patients have participated in the study receiving a virtual therapy assisted by PUPArm rehabilitation robot. Horizontal movements of the upper limb were performed to complete the aim of the tasks, which consist in reaching peripheral or perspective targets depending on the virtual environment shown. Various parameter types such as the maximum speed, reaction time, path length, or initial movement are analyzed from the data acquired objectively by the robotic device to evaluate the influence of the task visualization. At the end of the study, a usability survey was provided to each patient to analysis his/her satisfaction level. For all patients, the movement trajectories were enhanced when they completed the therapy. This fact suggests that patient's motor recovery was increased. Despite of the similarity in majority of the kinematic parameters, differences in reaction time and path length were higher using the 3D task. Regarding the success rates were very similar. In conclusion, the using of 2D environments in virtual therapy may be a more appropriate and comfortable way to perform tasks for upper limb rehabilitation of post-stroke patients, in terms of accuracy in order to effectuate optimal kinematic trajectories.
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