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Post-Stroke Rehabilitation with the Rutgers Ankle System: A Case Study - MITP Journals & Magazine
Pediatr Phys Ther. Author manuscript; available in PMC Jul 1. PMID: Copyright notice. The publisher's final edited version of this article is available at Pediatr Phys Ther. See other articles in PMC that cite the published article. Introduction Virtual reality VR was developed in the early s through application of in-flight simulations.
Prevention VR and SG offer an engaging and affordable way to encourage and increase physical activity. Open in a separate window. Participation Domain Eight pediatric studies have measured a participation outcome. Adults as Participants The use of VR and video games for adults with neurological conditions can be grouped into enhancement of upper limb UL use, balance and mobility training, sometimes termed lower limb training, Activities of Daily Living ADLs , neglect and cognition.
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Participation Domain Measures of participation were absent from all the systematic reviews on balance and mobility of people post-stroke with the exception of Mirelman et al who measured improvements in ambulation in the community for 1 week prior to and 1 week after the conclusion of the VR intervention. Plasticity Plasticity is a complex cellular and molecular process depending on genetic, epi-genetic, environment, and activity conditions. Education Education may take the form of continuing education for clinicians and formative education for students in training. Resources for clinicians and educators Although clinicians were enthusiastic with the introduction of VR and SG in practice there are challenges with understanding the content and application of the systems.
Linking clinicians and researchers While the SG systems are appealing because of their low cost, they are limited by the lack of customization and rehabilitation-relevant theoretical framework that informs their design. Reflections and Recommendations Virtual Reality is a rapidly developing area with advances in technology that often outpace the research. Acknowledgments We thank participants and their families for contributing to the knowledge base for use of VR and SG with individuals who have neurological conditions.
Burdea GC, Coiffet P. VIrtual Reality Technology.
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