Trial reportJournal of neuroengineering and rehabilitation2018
Development of a 3D, networked multi-user virtual reality environment for home therapy after stroke.
Trial report in Journal of neuroengineering and rehabilitation, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 27 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
27 citing papers in PubMed, 74 citations in OpenAlex.
- Feasibility and effect of interactive telerehabilitation on balance in individuals with chronic stroke: a pilot study.Journal of neuroengineering and rehabilitation · 2021Trial
- Low-cost Devices for Stroke Rehabilitation: A Review of Approaches, Designs, and Evidence.Restorative neurology and neuroscience · 2026Review
- Artificial Empathy in Therapy and Healthcare: Advancements in Interpersonal Interaction Technologies.Cyborg and bionic systems (Washington, D.C.) · 2025Review
- User-centered development of a personalized adaptive mirror therapy for upper-limb post-stroke rehabilitation using virtual reality and myoelectric control.Frontiers in bioengineering and biotechnology · 2025Article
- Viewpoint-invariant exercise repetition counting.Health information science and systems · 2024Article
- Home-based guidance training system with interactive visual feedback using kinect on stroke survivors with moderate to severe motor impairment.Journal of neuroengineering and rehabilitation · 2024Article
- Virtual reality exergames for enhancing engagement in stroke rehabilitation: A narrative review.Heliyon · 2024Review
- Artificial Intelligence and Its Revolutionary Role in Physical and Mental Rehabilitation: A Review of Recent Advancements.BioMed research international · 2024Review
- The use of home-based digital technology to support post-stroke upper limb rehabilitation: A scoping review.Clinical rehabilitation · 2024Article
- The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review.JMIR serious games · 2023Article
- Will Your Next Therapist Be a Robot?-A Review of the Advancements in Robotic Upper Extremity Rehabilitation.Sensors (Basel, Switzerland) · 2023Review
- Mixed Reality Platforms in Telehealth Delivery: Scoping Review.JMIR biomedical engineering · 2023Article
- Co-creation environment with cloud virtual reality and real-time artificial intelligence toward the design of molecular robots.Journal of integrative bioinformatics · 2023Article
- Article
- Ecologically valid virtual reality-based technologies for assessment and rehabilitation of acquired brain injury: a systematic review.Frontiers in psychology · 2023Review
- Exploring the efficacy of virtual reality-based rehabilitation in stroke: a narrative review of current evidence.Annals of medicine · 2023Review
- Compliance with Upper Limb Home-Based Exergaming Interventions for Stroke Patients: A Narrative Review.Journal of rehabilitation medicine · 2022Review
- Virtual reality applications for rehabilitation of COVID-19 patients: A systematic review.Health science reports · 2022Article
- Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review.JMIR serious games · 2022Review
- Review of Real-Time Biomechanical Feedback Systems in Sport and Rehabilitation.Sensors (Basel, Switzerland) · 2022Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors at 3 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundImpairment of upper extremity function is a common outcome following stroke, to the detriment of lifestyle and employment opportunities. Yet, access to treatment may be limited due to geographical and transportation constraints, especially for those living in rural areas. While stroke rates are higher in these areas, stroke survivors in these regions of the country have substantially less access to clinical therapy. Home therapy could offer an important alternative to clinical treatment, but the inherent isolation and the monotony of self-directed training can greatly reduce compliance.
methodsWe developed a 3D, networked multi-user Virtual Environment for Rehabilitative Gaming Exercises (VERGE) system for home therapy. Within this environment, stroke survivors can interact with therapists and/or fellow stroke survivors in the same virtual space even though they may be physically remote. Each user's own movement controls an avatar through kinematic measurements made with a low-cost, Kinect™ device. The system was explicitly designed to train movements important to rehabilitation and to provide real-time feedback of performance to users and clinicians. To obtain user feedback about the system, 15 stroke survivors with chronic upper extremity hemiparesis participated in a multisession pilot evaluation study, consisting of a three-week intervention in a laboratory setting. For each week, the participant performed three one-hour training sessions with one of three modalities: 1) VERGE system, 2) an existing virtual reality environment based on Alice in Wonderland (AWVR), or 3) a home exercise program (HEP).
resultsOver 85% of the subjects found the VERGE system to be an effective means of promoting repetitive practice of arm movement. Arm displacement averaged 350 m for each VERGE training session. Arm displacement was not significantly less when using VERGE than when using AWVR or HEP. Participants were split on preference for VERGE, AWVR or HEP. Importantly, almost all subjects indicated a willingness to perform the training for at least 2-3 days per week at home.
conclusionsMulti-user VR environments hold promise for home therapy, although the importance of reducing complexity of operation for the user in the VR system must be emphasized. A modified version of the VERGE system is currently being used in a home therapy study.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.