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"Virtual reality"

Original Articles
A Fully Immersive Virtual Reality Method for Upper Limb Rehabilitation in Spinal Cord Injury
Da Young Lim, Dong Min Hwang, Kang Hee Cho, Chang Won Moon, So Young Ahn
Ann Rehabil Med 2020;44(4):311-319.   Published online July 28, 2020
DOI: https://doi.org/10.5535/arm.19181
Correction in: Ann Rehabil Med 2025;49(1):60
Objective
To determine whether a fully immersive virtual reality (VR) intervention combined with conventional rehabilitation (CR) can improve upper limb function more than CR alone in patients with spinal cord injury (SCI), we conducted a prospective, randomized, controlled clinical trial.
Methods
Participants were randomly assigned to either the control group (CG; n=10) or experimental group (EG; n=10). The participants in the CG received 60 minutes of conventional therapy per day, 4 days per week for 4 weeks, whereas those in the EG received 30 minutes of VR training and 30 minutes of conventional therapy per day, 4 days per week for 4 weeks. The clinical outcome measures included Medical Research Council grade, the American Spinal Injury Association upper extremity motor score (ASIA-UEMS), and scores in the Hand Strength Test, Box and Block Test, Nine-Hole Peg Test, Action Research Arm Test, and Korean version of the Spinal Cord Independence Measure (K-SCIM). The assessments were performed at the beginning (T0) and end of the intervention (T1).
Results
Grip power and K-SCIM score significantly improved in the EG after the intervention. When comparing differences between the groups, elbow extensor, wrist extensor, ASIA-UEMS, grip power, lateral pinch power, and palmar pinch power were all significantly improved.
Conclusion
VR training of upper limb function after SCI can provide an acceptable adjunctive rehabilitation method without significant adverse effects.

Citations

Citations to this article as recorded by  
  • Creating adapted environments: enhancing accessibility in virtual reality for upper limb rehabilitation through automated element adjustment
    V. Herrera, J. Albusac, J. J. Castro-Schez, C. González-Morcillo, D. N. Monekosso, S. Pacheco, R. Perales, A. de los Reyes-Guzmán
    Virtual Reality.2025;[Epub]     CrossRef
  • Immersive Virtual Reality in Stroke Rehabilitation: A Systematic Review and Meta-Analysis of Its Efficacy in Upper Limb Recovery
    Chala Diriba Kenea, Teklu Gemechu Abessa, Dheeraj Lamba, Bruno Bonnechère
    Journal of Clinical Medicine.2025; 14(6): 1783.     CrossRef
  • Virtual Rehabilitation in Spinal Cord Injury Patients: Realities and Future Perspectives. A Systematic Review
    Claudia Vinciguerra, Antonio Federico
    Current Physical Medicine and Rehabilitation Reports.2024; 12(4): 425.     CrossRef
  • Case report: Virtual reality-based arm and leg cycling combined with transcutaneous electrical spinal cord stimulation for early treatment of a cervical spinal cord injured patient
    Xiaolei Chu, Shuaiyi Liu, Xiaoxuan Zhao, Tao Liu, Zheng Xing, Qingwen Li, Qi Li
    Frontiers in Neuroscience.2024;[Epub]     CrossRef
  • Application of immersive virtual reality in the training of wheelchair boxers: evaluation of exercise intensity and users experience additional load– a pilot exploratory study
    Jacek Polechoński, Alan Langer, Anna Akbaş, Anna Zwierzchowska
    BMC Sports Science, Medicine and Rehabilitation.2024;[Epub]     CrossRef
  • Technological Features of Immersive Virtual Reality Systems for Upper Limb Stroke Rehabilitation: A Systematic Review
    Chala Diriba Kenea, Teklu Gemechu Abessa, Dheeraj Lamba, Bruno Bonnechère
    Sensors.2024; 24(11): 3546.     CrossRef
  • Lower Extremity Exoskeleton for Human Spinal Cord Injury: A Comprehensive Review
    Tianci Wang, Zaixin Song, Hao Wen, Chunhua Liu
    IEEE Open Journal of the Industrial Electronics Society.2024; 5: 575.     CrossRef
  • Characterizing the Effects of Adding Virtual and Augmented Reality in Robot-Assisted Training
    Xupeng Ai, Victor Santamaria, Sunil K. Agrawal
    IEEE Transactions on Neural Systems and Rehabilitation Engineering.2024; 32: 2709.     CrossRef
  • Virtual Reality as a Therapeutic Tool in Spinal Cord Injury Rehabilitation: A Comprehensive Evaluation and Systematic Review
    Matteo Scalise, Tevfik Serhan Bora, Chiara Zancanella, Adrian Safa, Roberto Stefini, Delia Cannizzaro
    Journal of Clinical Medicine.2024; 13(18): 5429.     CrossRef
  • Remote Extended Reality With Markerless Motion Tracking for Sitting Posture Training
    Xupeng Ai, Sunil K. Agrawal
    IEEE Robotics and Automation Letters.2024; 9(11): 9860.     CrossRef
  • Effects of virtual reality rehabilitation after spinal cord injury: a systematic review and meta-analysis
    Likun Wang, Hong Zhang, Haibo Ai, Yuxi Liu
    Journal of NeuroEngineering and Rehabilitation.2024;[Epub]     CrossRef
  • Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study
    Antonio Rodríguez-Fernández, Alex van den Berg, Salvatore Luca Cucinella, Joan Lobo-Prat, Josep M. Font-Llagunes, Laura Marchal-Crespo
    Journal of NeuroEngineering and Rehabilitation.2024;[Epub]     CrossRef
  • Effects of digital-based interventions on muscular strength in adults: a systematic review, meta-analysis and meta-regression of randomized controlled trials with quality of evidence assessment
    Armin Paravlic, Luka Šlosar, Ensar Abazovic, Uros Marusic
    Annals of Medicine.2023;[Epub]     CrossRef
  • The cognitive basis for virtual reality rehabilitation of upper-extremity motor function after neurotraumas
    Sophie Dewil, Shterna Kuptchik, Mingxiao Liu, Sean Sanford, Troy Bradbury, Elena Davis, Amanda Clemente, Raviraj Nataraj
    Journal on Multimodal User Interfaces.2023; 17(3): 105.     CrossRef
  • A Conceptual Framework for Designing Virtual Environments for Stress Therapy
    Farhah Amaliya Zaharuddin, Nazrita Ibrahim, Azmi Mohd Yusof
    Applied Sciences.2022; 12(19): 9973.     CrossRef
  • Investigating features in augmented visual feedback for virtual reality rehabilitation of upper-extremity function through isometric muscle control
    Sean Sanford, Brian Collins, Mingxiao Liu, Sophie Dewil, Raviraj Nataraj
    Frontiers in Virtual Reality.2022;[Epub]     CrossRef
  • 7,573 View
  • 411 Download
  • 18 Web of Science
  • 16 Crossref
Virtual Reality-Guided Motor Imagery Increases Corticomotor Excitability in Healthy Volunteers and Stroke Patients
Hyungjun Im, Jeunghun Ku, Hyun Jung Kim, Youn Joo Kang
Ann Rehabil Med 2016;40(3):420-431.   Published online June 29, 2016
DOI: https://doi.org/10.5535/arm.2016.40.3.420
Objective

To investigate the effects of using motor imagery (MI) in combination with a virtual reality (VR) program on healthy volunteers and stroke patients. In addition, this study investigated whether task variability within the VR-guided MI programs would influence corticomotor excitability.

Methods

The present study included 15 stroke patients and 15 healthy right-handed volunteers who were presented with four different conditions in a random order: rest, MI alone, VR-guided MI, and VR-guided MI with task variability. The corticomotor excitability of each participant was assessed before, during, and after each condition by measuring changes in the various parameters of motor-evoked potentials (MEPs) of the extensor carpi radials (ECR). Changes in intracortical inhibition (ICI) and intracortical facilitation (ICF) were calculated after each condition as percentages of inhibition (%INH) and facilitation (%FAC) at rest.

Results

In both groups, the increases in MEP amplitudes were greater during the two VR-guided MI conditions than during MI alone. Additionally, the reductions in ECR %INH in both groups were greater under the condition involving VR-guided MI with task variability than under that involving VR-guided MI with regular interval.

Conclusion

The corticomotor excitability elicited by MI using a VR avatar representation was greater than that elicited by MI with real body observations. Furthermore, the use of task variability in a VR program may enhance neural regeneration after stroke by reducing ICI. The present findings support the use of various VR programs as well as the concept of combining MI with VR programs for neurorehabilitation.

Citations

Citations to this article as recorded by  
  • Investigation of the effect of a virtual reality-based imagery training model on muscle activation in athletes
    Fatih Bedir, Deniz Bedir, Hasan Hüseyin Yılmaz, Fatih Ağduman, İlhan Şen, Fatih Kıyıcı, Onur Erdem Korkmaz, Mustafa Onur Yıldız, Erkan Çelik
    Frontiers in Psychology.2025;[Epub]     CrossRef
  • Covariation of corticospinal excitability and the autonomous nervous system by virtual reality: the roller coaster effect
    Sidney Grosprêtre, Johanna Mathiot, Pauline Eon, Célia Ruffino
    Experimental Brain Research.2025;[Epub]     CrossRef
  • Using Humanoid Robots to Obtain High-Quality Motor Imagery Electroencephalogram Data for Better Brain–Computer Interaction
    Shiwei Cheng, Jialing Wang, Jieming Tian, Anjie Zhu, Jing Fan
    IEEE Transactions on Cognitive and Developmental Systems.2024; 16(2): 706.     CrossRef
  • Virtual Reality Action Observation and Motor Imagery to Enhance Neuroplastic Capacity in the Human Motor Cortex: A Pilot Double-blind, Randomized Cross-over Trial
    Niamh Connelly, Ellana Welsby, Belinda Lange, Brenton Hordacre
    Neuroscience.2024; 549: 92.     CrossRef
  • Editorial: The role of perceptual manipulations of XR in neurological rehabilitation
    Omar Janeh, Keigo Matsumto, Brian Horsak
    Frontiers in Virtual Reality.2024;[Epub]     CrossRef
  • Altered Corticospinal and Intracortical Excitability After Stroke: A Systematic Review With Meta-Analysis
    Edward P. Washabaugh, Sierra A. Foley, Emily G. Czopek, Chandramouli Krishnan
    Neurorehabilitation and Neural Repair.2024; 38(11-12): 845.     CrossRef
  • Effectiveness of virtual reality based aerobic exercise on walking endurance, gait kinematics, and function in patients with chronic stroke: A double blinded randomized controlled trial
    Mostafa Fahmy, Eman Samir, Moussa A Sharaf, Nevein MM Gharib, Wael Shendy, Yasser Salem, Hatem Samir, Shereen H. ElSayed
    Fizjoterapia Polska.2024; 24(3): 293.     CrossRef
  • Multimodal Sensing in Stroke Motor Rehabilitation
    Zihe Zhao, Jiaqi Wang, Shengbo Wang, Rui Wang, Yao Lu, Yan Yuan, Junliang Chen, Yanning Dai, Yong Liu, Xiaomeng Wang, Yu Pan, Shuo Gao
    Advanced Sensor Research.2023;[Epub]     CrossRef
  • Environmental enrichment through virtual reality as multisensory stimulation to mitigate the negative effects of prolonged bed rest
    Luka Šlosar, Manca Peskar, Rado Pišot, Uros Marusic
    Frontiers in Aging Neuroscience.2023;[Epub]     CrossRef
  • Motor Imagery and Action Observation: A Case for the Integration of 360°VR
    Riki Lindsay, Aden Kittel, Michael Spittle
    Frontiers in Psychology.2022;[Epub]     CrossRef
  • Clinical Effectiveness of Non-Immersive Virtual Reality Tasks for Post-Stroke Neuro-Rehabilitation of Distal Upper-Extremities: A Case Report
    Debasish Nath, Neha Singh, Megha Saini, Onika Banduni, Nand Kumar, Madakasira Vasantha Padma Srivastava, Shanmugam Senthil Kumaran, Amit Mehndiratta
    Journal of Clinical Medicine.2022; 12(1): 92.     CrossRef
  • Virtual reality exposure therapy for neuro-psychomotor recovery in adults: a systematic review
    Luan Freitas, Sabrina de Araújo Val, Francisco Magalhães, Victor Marinho, Carla Ayres, Silmar Teixeira, Victor Hugo Bastos
    Disability and Rehabilitation: Assistive Technology.2021; 16(6): 646.     CrossRef
  • Prospects for intelligent rehabilitation techniques to treat motor dysfunction
    Cong-Cong Huo, Ya Zheng, Wei-Wei Lu, Teng-Yu Zhang, Dai-Fa Wang, Dong-Sheng Xu, Zeng-Yong Li
    Neural Regeneration Research.2021; 16(2): 264.     CrossRef
  • The Effect of Virtual Reality Technology on the Imagery Skills and Performance of Target-Based Sports Athletes
    Deniz Bedir, Süleyman Erim Erhan
    Frontiers in Psychology.2021;[Epub]     CrossRef
  • Mental rotation performance in young adults with and without developmental coordination disorder
    Pamela Barhoun, Ian Fuelscher, Michael Do, Jason L. He, Soukayna Bekkali, Andris Cerins, George J. Youssef, Jacqueline Williams, Peter G. Enticott, Christian Hyde
    Human Movement Science.2021; 77: 102787.     CrossRef
  • Stationary walking performance of post-stroke patients and healthy individuals in real and virtual non-immersive environments
    Ailton Barbosa da Silva Júnior, Beatriz Cristina Medeiros de Lucena, Edson Meneses Silva-Filho, Aline Braga Galvão Silveira Fernandes
    Physiotherapy Practice and Research.2021; 42(1): 61.     CrossRef
  • Effectiveness of a combined transcranial direct current stimulation and virtual reality-based intervention on upper limb function in chronic individuals post-stroke with persistent severe hemiparesis: a randomized controlled trial
    Roberto Llorens, María Antonia Fuentes, Adrián Borrego, Jorge Latorre, Mariano Alcañiz, Carolina Colomer, Enrique Noé
    Journal of NeuroEngineering and Rehabilitation.2021;[Epub]     CrossRef
  • Virtual Reality Rehabilitation With Functional Electrical Stimulation Improves Upper Extremity Function in Patients With Chronic Stroke: A Pilot Randomized Controlled Study
    Stephanie Hyeyoung Lee, Ji-Yeong Lee, Mi-Young Kim, Yu-Jin Jeon, Suyoung Kim, Joon-Ho Shin
    Archives of Physical Medicine and Rehabilitation.2018; 99(8): 1447.     CrossRef
  • Combined Transcranial Direct Current Stimulation and Virtual Reality-Based Paradigm for Upper Limb Rehabilitation in Individuals with Restricted Movements. A Feasibility Study with a Chronic Stroke Survivor with Severe Hemiparesis
    María Antonia Fuentes, Adrián Borrego, Jorge Latorre, Carolina Colomer, Mariano Alcañiz, María José Sánchez-Ledesma, Enrique Noé, Roberto Llorens
    Journal of Medical Systems.2018;[Epub]     CrossRef
  • Effects of Sensorimotor Rhythm Modulation on the Human Flexor Carpi Radialis H-Reflex
    Aiko K. Thompson, Hannah Carruth, Rachel Haywood, N. Jeremy Hill, William A. Sarnacki, Lynn M. McCane, Jonathan R. Wolpaw, Dennis J. McFarland
    Frontiers in Neuroscience.2018;[Epub]     CrossRef
  • Mobile Game Induces Active Engagement on Neuromuscular Electrical Stimulation Training in Patients with Stroke
    Jeonghun Ku, Teo Lim, Yong Han, Youn Joo Kang
    Cyberpsychology, Behavior, and Social Networking.2018; 21(8): 504.     CrossRef
  • 8,391 View
  • 123 Download
  • 23 Web of Science
  • 21 Crossref
Utility of a Three-Dimensional Interactive Augmented Reality Program for Balance and Mobility Rehabilitation in the Elderly: A Feasibility Study
Dal Jae Im, Jeunghun Ku, Yeun Joon Kim, Sangwoo Cho, Yun Kyung Cho, Teo Lim, Hye Sun Lee, Hyun Jung Kim, Youn Joo Kang
Ann Rehabil Med 2015;39(3):462-472.   Published online June 30, 2015
DOI: https://doi.org/10.5535/arm.2015.39.3.462
Objective

To improve lower extremity function and balance in elderly persons, we developed a novel, three-dimensional interactive augmented reality system (3D ARS). In this feasibility study, we assessed clinical and kinematic improvements, user participation, and the side effects of our system.

Methods

Eighteen participants (age, 56-76 years) capable of walking independently and standing on one leg were recruited. The participants received 3D ARS training during 10 sessions (30-minute duration each) for 4 weeks. Berg Balance Scale (BBS) and the Timed Up and Go (TUG) scores were obtained before and after the exercises. Outcome performance variables, including response time and success rate, and kinematic variables, such as hip and knee joint angle, were evaluated after each session.

Results

Participants exhibited significant clinical improvements in lower extremity balance and mobility following the intervention, as shown by improved BBS and TUG scores (p<0.001). Consistent kinematic improvements in the maximum joint angles of the hip and knee were observed across sessions. Outcome performance variables, such as success rate and response time, improved gradually across sessions, for each exercise. The level of participant interest also increased across sessions (p<0.001). All participants completed the program without experiencing any adverse effects.

Conclusion

Substantial clinical and kinematic improvements were observed after applying a novel 3D ARS training program, suggesting that this system can enhance lower extremity function and facilitate assessments of lower extremity kinematic capacity.

Citations

Citations to this article as recorded by  
  • Emerging Applications of Augmented and Mixed Reality Technologies in Motor Rehabilitation: A Scoping Review
    Arman Farsi, Giacinto Luigi Cerone, Deborah Falla, Marco Gazzoni
    Sensors.2025; 25(7): 2042.     CrossRef
  • Virtual rehabilitation for patients with osteoporosis or other musculoskeletal disorders: a systematic review
    Eléa Thuilier, John Carey, Mary Dempsey, John Dingliana, Bryan Whelan, Attracta Brennan
    Virtual Reality.2024;[Epub]     CrossRef
  • The evolution of augmented reality to augment physical therapy: A scoping review
    Po-Yao Hsu, Jonas Singer, Julie J Keysor
    Journal of Rehabilitation and Assistive Technologies Engineering.2024;[Epub]     CrossRef
  • Lessons Learned from Older Adults Fusing of an Augmented Reality, Assisted Living and Social Interaction Platform
    Achilleas Achilleos, Christos Mettouris, Alexandros Yeratziotis, Joanna Starosta-Sztuczka, Sotiria Moza, Andria Hadjicosta, Stylianos Georgiou, Charalampos Theodorou, Constantinos Tevkros Loizou, Karol Pecyna, Kale Strahinja Lazic, Stefan Parker, George A
    SN Computer Science.2023;[Epub]     CrossRef
  • Systematic Review of Augmented Reality Training Systems
    Isidro III Mendoza Butaslac, Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato
    IEEE Transactions on Visualization and Computer Graphics.2023; 29(12): 5062.     CrossRef
  • KeepStep: Accommodating user diversity through individualized, projection-mapping based exergames for rehabilitation in people with multiple sclerosis
    Zahra Amiri, Yoones A. Sekhavat, Sakineh Goljaryan, Samad Roohi
    Multimedia Tools and Applications.2022; 81(19): 27991.     CrossRef
  • The efficacy of exergaming in patients with knee osteoarthritis: A randomized controlled clinical trial
    Emel Mete, Zübeyir Sari
    Physiotherapy Research International.2022;[Epub]     CrossRef
  • The Effect of Augmented Reality-Based Proprioceptive Training Program on Balance, Positioning Sensation and Flexibility in Healthy Young Adults: A Randomized Controlled Trial
    Jaewon Lee, Jaeho Yu, Jiheon Hong, Dongyeop Lee, Jinseop Kim, Seonggil Kim
    Healthcare.2022; 10(7): 1202.     CrossRef
  • Effectiveness of Augmented Reality for Lower Limb Rehabilitation: A Systematic Review
    Hongbin Chang, Yang Song, Xuanzhen Cen, Wen-Ming Chen
    Applied Bionics and Biomechanics.2022; 2022: 1.     CrossRef
  • Virtual and augmented reality applications to improve older adults’ quality of life: A systematic mapping review and future directions
    Reem Sulaiman Baragash, Hanan Aldowah, Samar Ghazal
    DIGITAL HEALTH.2022; 8: 205520762211320.     CrossRef
  • Effect of Exercise Using an Exoskeletal Hip-Assist Robot on Physical Function and Walking Efficiency in Older Adults
    Su-Hyun Lee, Hwang-Jae Lee, Kyungrock Kim, Byoung-Hee Lee, Yun-Hee Kim
    Journal of Personalized Medicine.2022; 12(12): 2077.     CrossRef
  • Using augmented reality technology for balance training in the older adults: a feasibility pilot study
    Sven Blomqvist, Stefan Seipel, Maria Engström
    BMC Geriatrics.2021;[Epub]     CrossRef
  • Shaping technologies for older adults with and without dementia: Reflections on ethics and preferences
    Unai Diaz-Orueta, Louise Hopper, Evdokimos Konstantinidis
    Health Informatics Journal.2020; 26(4): 3215.     CrossRef
  • Usability Issues of Clinical and Research Applications of Virtual Reality in Older People: A Systematic Review
    Cosimo Tuena, Elisa Pedroli, Pietro Davide Trimarchi, Alessia Gallucci, Mattia Chiappini, Karine Goulene, Andrea Gaggioli, Giuseppe Riva, Fabrizia Lattanzio, Fabrizio Giunco, Marco Stramba-Badiale
    Frontiers in Human Neuroscience.2020;[Epub]     CrossRef
  • The HoloLens Augmented Reality System Provides Valid Measures of Gait Performance in Healthy Adults
    Mandy Miller Koop, Anson B. Rosenfeldt, Joshua D. Johnston, Matthew C. Streicher, Jingan Qu, Jay L. Alberts
    IEEE Transactions on Human-Machine Systems.2020; 50(6): 584.     CrossRef
  • Three-Dimensional Augmented Reality System for Balance and Mobility Rehabilitation in the Elderly: A Randomized Controlled Trial
    Jeonghun Ku, Yeun Joon Kim, Sangwoo Cho, Teo Lim, Hye Sun Lee, Youn Joo Kang
    Cyberpsychology, Behavior, and Social Networking.2019; 22(2): 132.     CrossRef
  • Potential of Augmented Reality and Virtual Reality Technologies to Promote Wellbeing in Older Adults
    Li Na Lee, Mi Jeong Kim, Won Ju Hwang
    Applied Sciences.2019; 9(17): 3556.     CrossRef
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    Christelle Traboulsi, Moreno Frau, Francesca Cabiddu
    The TQM Journal.2018; 30(5): 530.     CrossRef
  • Myo-Art: An innovative system to monitor muscle activity in Augmented Reality
    M. Gazzoni, G.L. Cerone
    Gait & Posture.2018; 66: S16.     CrossRef
  • Using communication and visualization technologies with senior citizens to facilitate cultural access and self-improvement
    María Dolores Meneses Fernández, Juana Dolores Santana Hernández, Jorge Martín Gutiérrez, María Reyes Henríquez Escuela, Eulalia Rodríguez Fino
    Computers in Human Behavior.2017; 66: 329.     CrossRef
  • The use of step aerobics and the stability ball to improve balance and quality of life in community-dwelling older adults – a randomized exploratory study
    Ayelet Dunsky, Tal Yahalom, Michal Arnon, Ronnie Lidor
    Archives of Gerontology and Geriatrics.2017; 71: 66.     CrossRef
  • First-Person Point-of-View–Augmented Reality for Central Line Insertion Training
    Lauryn R. Rochlen, Robert Levine, Alan R. Tait
    Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare.2017; 12(1): 57.     CrossRef
  • 6,945 View
  • 95 Download
  • 24 Web of Science
  • 22 Crossref
Effect of Virtual Reality on Cognitive Dysfunction in Patients With Brain Tumor
Seoyon Yang, Min Ho Chun, Yu Ri Son
Ann Rehabil Med 2014;38(6):726-733.   Published online December 24, 2014
DOI: https://doi.org/10.5535/arm.2014.38.6.726
Objective

To investigate whether virtual reality (VR) training will help the recovery of cognitive function in brain tumor patients.

Methods

Thirty-eight brain tumor patients (19 men and 19 women) with cognitive impairment recruited for this study were assigned to either VR group (n=19, IREX system) or control group (n=19). Both VR training (30 minutes a day for 3 times a week) and computer-based cognitive rehabilitation program (30 minutes a day for 2 times) for 4 weeks were given to the VR group. The control group was given only the computer-based cognitive rehabilitation program (30 minutes a day for 5 days a week) for 4 weeks. Computerized neuropsychological tests (CNTs), Korean version of Mini-Mental Status Examination (K-MMSE), and Korean version of Modified Barthel Index (K-MBI) were used to evaluate cognitive function and functional status.

Results

The VR group showed improvements in the K-MMSE, visual and auditory continuous performance tests (CPTs), forward and backward digit span tests (DSTs), forward and backward visual span test (VSTs), visual and verbal learning tests, Trail Making Test type A (TMT-A), and K-MBI. The VR group showed significantly (p<0.05) better improvements than the control group in visual and auditory CPTs, backward DST and VST, and TMT-A after treatment.

Conclusion

VR training can have beneficial effects on cognitive improvement when it is combined with computer-assisted cognitive rehabilitation. Further randomized controlled studies with large samples according to brain tumor type and location are needed to investigate how VR training improves cognitive impairment.

Citations

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  • Could video game-based physical rehabilitation substitute for conventional physiotherapy in patients with glioma? A proof-of-concept study
    Hayato Sakamoto, Syoichi Tashiro, Mayuko Takebayashi, Kyohei Matsuda, Kuniaki Saito, Keiichi Kobayashi, Motoo Nagane, Yoshiaki Shiokawa, Hirofumi Nakatomi, Shin Yamada
    Supportive Care in Cancer.2025;[Epub]     CrossRef
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    Constantinos Halkiopoulos, Evgenia Gkintoni
    Electronics.2025; 14(6): 1110.     CrossRef
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    Pasquale Caponnetto, Giulia Schilirò, Marilena Maglia, Graziella Chiara Prezzavento, Chris Baeken, Maria Catena Quattropani
    Health Psychology Research.2024;[Epub]     CrossRef
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    Anete Pètersone, Agnese Kārkliņa , Guna Berzina
    Journal of Rehabilitation Medicine.2024; 56: jrm12335.     CrossRef
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    Zhenzhen Su, Liyan Zhang, Xuemin Lian, Miaomiao Guan
    Journal of Medical Internet Research.2024; 26: e49312.     CrossRef
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    Applied Sciences.2024; 14(14): 6285.     CrossRef
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    Jorge Buele, Fátima Avilés-Castillo, Carolina Del-Valle-Soto, José Varela-Aldás, Guillermo Palacios-Navarro
    Journal of NeuroEngineering and Rehabilitation.2024;[Epub]     CrossRef
  • Impact of Cognitive Rehabilitation on Cognitive and Functional Outcomes in Adult Cancer Survivors: A Systematic Review
    Zev M. Nakamura, Nadeen T. Ali, Adele Crouch, Haryana Dhillon, Angela Federico, Priscilla Gates, Lisa Grech, Shelli R. Kesler, Leila Ledbetter, Elisa Mantovani, Samantha Mayo, Ding Quan Ng, Lorna Pembroke, Kerryn E. Pike, Stefano Tamburin, Chia Jie Tan, Y
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    Beatriz Gutiérrez-García, Cynthia M. Cáceres, Fidel Núñez-Marín, Jaume Molero, Lluis Prats, Neus Mestre, Silvia Martínez, Pilar Teixidor, Silvia Comas, Carme Balañà, Salvador Villà
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Effectiveness of Commercial Gaming-Based Virtual Reality Movement Therapy on Functional Recovery of Upper Extremity in Subacute Stroke Patients
Jun Hwan Choi, Eun Young Han, Bo Ryun Kim, Sun Mi Kim, Sang Hee Im, So Young Lee, Chul Woong Hyun
Ann Rehabil Med 2014;38(4):485-493.   Published online August 28, 2014
DOI: https://doi.org/10.5535/arm.2014.38.4.485
Objective

To investigate the effectiveness of commercial gaming-based virtual reality (VR) therapy on the recovery of paretic upper extremity in subacute stroke patients.

Methods

Twenty patients with the first-onset subacute stroke were enrolled and randomly assigned to the case group (n=10) and the control group (n=10). Primary outcome was measured by the upper limb score through the Fugl-Meyer Assessment (FMA-UL) for the motor function of both upper extremities. Secondary outcomes were assessed for motor function of both upper extremities including manual function test (MFT), box and block test (BBT), grip strength, evaluated for activities of daily living (Korean version of Modified Barthel Index [K-MBI]), and cognitive functions (Korean version of the Mini-Mental State Examination [K-MMSE] and continuous performance test [CPT]). The case group received commercial gaming-based VR therapy using Wii (Nintendo, Tokyo, Japan), and the control group received conventional occupational therapy (OT) for 30 minutes a day during the period of 4 weeks. All patients were evaluated before and after the 4-week intervention.

Results

There were no significant differences in the baseline between the two groups. After 4 weeks, both groups showed significant improvement in the FMA-UL, MFT, BBT, K-MBI, K-MMSE, and correct detection of auditory CPT. However, grip strength was improved significantly only in the case group. There were no significant intergroup differences before and after the treatment.

Conclusion

These findings suggested that the commercial gaming-based VR therapy was as effective as conventional OT on the recovery of upper extremity motor and daily living function in subacute stroke patients.

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The Effect of Virtual Reality and Tetra-Ataxiometric Posturography Programs on Stroke Patients With Impaired Standing Balance
Yoon Bum Song, Min Ho Chun, Won Kim, Sook Joung Lee, Jin Hwa Yi, Dae Hwan Park
Ann Rehabil Med 2014;38(2):160-166.   Published online April 29, 2014
DOI: https://doi.org/10.5535/arm.2014.38.2.160
Objective

To investigate the effect of virtual reality (VR) and a tetra-ataxiometric posturography (Tetrax) program on stroke patients with impaired standing balance.

Methods

Thirty acute stroke patients with impaired standing balance were recruited and randomly assigned to a VR, Tetrax, or control group. All patients received conventional balance training as a baseline; and VR and Tetrax patients received VR or Tetrax treatment, in addition. The primary outcome measures to evaluate the overall standing balance were the Berg Balance Scale (BBS) and the falling index (FI). The secondary outcome measures were the stability index (SI) and the weight distribution index (WDI), which were used to evaluate the balance status according to specific body positions. The FI, SI, and WDI were measured using the Tetrax instrument.

Results

The BBS and FI scores were improved in all groups, with no significant differences between groups. In open-eyed positions, the VR group showed significantly greater improvement in SI and WDI scores than the control group (p<0.017). In closed-eyed positions, the Tetrax group showed significantly greater improvement in SI and WDI scores than the control group (p<0.017).

Conclusion

The inclusion of VR and Tetrax programs did not lead to an overall benefit in balance. VR and Tetrax did, however, demonstrate a benefit in specific positions. A Tetrax program may benefit patients with abnormal proprioceptive function, whereas a VR program may benefit patients with normal sensory function.

Citations

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Effect of Virtual Reality on Cognition in Stroke Patients
Bo Ryun Kim, Min Ho Chun, Lee Suk Kim, Ji Young Park
Ann Rehabil Med 2011;35(4):450-459.   Published online August 31, 2011
DOI: https://doi.org/10.5535/arm.2011.35.4.450
Objective

To investigate the effect of virtual reality on the recovery of cognitive impairment in stroke patients.

Method

Twenty-eight patients (11 males and 17 females, mean age 64.2) with cognitive impairment following stroke were recruited for this study. All patients were randomly assigned to one of two groups, the virtual reality (VR) group (n=15) or the control group (n=13). The VR group received both virtual reality training and computer-based cognitive rehabilitation, whereas the control group received only computer-based cognitive rehabilitation. To measure, activity of daily living cognitive and motor functions, the following assessment tools were used: computerized neuropsychological test and the Tower of London (TOL) test for cognitive function assessment, Korean-Modified Barthel index (K-MBI) for functional status evaluation, and the motricity index (MI) for motor function assessment. All recruited patients underwent these evaluations before rehabilitation and four weeks after rehabilitation.

Results

The VR group showed significant improvement in the K-MMSE, visual and auditory continuous performance tests (CPT), forward digit span test (DST), forward and backward visual span tests (VST), visual and verbal learning tests, TOL, K-MBI, and MI scores, while the control group showed significant improvement in the K-MMSE, forward DST, visual and verbal learning tests, trail-making test-type A, TOL, K-MBI, and MI scores after rehabilitation. The changes in the visual CPT and backward VST in the VR group after rehabilitation were significantly higher than those in the control group.

Conclusion

Our findings suggest that virtual reality training combined with computer-based cognitive rehabilitation may be of additional benefit for treating cognitive impairment in stroke patients.

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The Effect of Virtual Reality Training on Unilateral Spatial Neglect in Stroke Patients
Yong Mi Kim, Min Ho Chun, Gi Jeong Yun, Young Jin Song, Han Eun Young
Ann Rehabil Med 2011;35(3):309-315.   Published online June 30, 2011
DOI: https://doi.org/10.5535/arm.2011.35.3.309
Objective

To investigate the effect of virtual reality training on unilateral spatial neglect in stroke patients.

Method

Twenty-four stroke patients (14 males and 10 females, mean age=64.7) who had unilateral spatial neglect as a result of right hemisphere stroke were recruited. All patients were randomly assigned to either the virtual reality (VR) group (n=12) or the control group (n=12). The VR group received VR training, which stimulated the left side of their bodies. The control group received conventional neglect therapy such as visual scanning training. Both groups received therapy for 30 minutes a day, five days per week for three weeks. Outcome measurements included star cancellation test, line bisection test, Catherine Bergego scale (CBS), and the Korean version of modified Barthel index (K-MBI). These measurements were taken before and after treatment.

Results

There were no significant differences in the baseline characteristics and initial values between the two groups. The changes in star cancellation test results and CBS in the VR group were significantly higher than those of the control group after treatment. The changes in line bisection test score and the K-MBI in the VR group were not statistically significant.

Conclusion

This study suggests that virtual reality training may be a beneficial therapeutic technique on unilateral spatial neglect in stroke patients.

Citations

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    Masaki Tamura, Makoto Shirakawa, Zhi-wei Luo, Rumi Tanemura
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    Stéphanie Rossit, Christopher S. Y. Benwell, Larissa Szymanek, Gemma Learmonth, Laura McKernan-Ward, Elaine Corrigan, Keith Muir, Ian Reeves, George Duncan, Philip Birschel, Margaret Roberts, Katrina Livingstone, Hazel Jackson, Pauline Castle, Monika Harv
    Neuropsychological Rehabilitation.2019; 29(2): 251.     CrossRef
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    Rosaria De Luca, Viviana Lo Buono, Antonino Leo, Margherita Russo, Bianca Aragona, Simona Leonardi, Antonio Buda, Antonino Naro, Rocco Salvatore Calabrò
    Applied Neuropsychology: Adult.2019; 26(1): 96.     CrossRef
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    Aušra Adomavičienė, Kristina Daunoravičienė, Raimondas Kubilius, Lina Varžaitytė, Juozas Raistenskis
    Medicina.2019; 55(4): 98.     CrossRef
  • Effects of a Mixed Reality-based Cognitive Training System Compared to a Conventional Computer-assisted Cognitive Training System on Mild Cognitive Impairment: A Pilot Study
    Eunhee Park, Byoung-Ju Yun, Yu-Sun Min, Yang-Soo Lee, Sung-Jun Moon, Jae-Won Huh, Hyunsil Cha, Yongmin Chang, Tae-Du Jung
    Cognitive and Behavioral Neurology.2019; 32(3): 172.     CrossRef
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    Masaki Tamura, Makoto Shirakawa, Zhi-wei Luo, Kazue Noda, Rumi Tanemura, Omid Khaiyat
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    Jeonghun Ku, Youn Joo Kang
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    Andreia Geraldo, Artemisa R. Dores, Bárbara Coelho, Eduarda Ramião, Alexandre Castro-Caldas, Fernando Barbosa
    European Psychologist.2018; 23(3): 250.     CrossRef
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    Jae-Sung Kwon
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    Kazuhiro Yasuda, Daisuke Muroi, Mizuki Hirano, Kenta Saichi, Hiroyasu Iwata
    BMJ Case Reports.2018; 2018: bcr-2017-222860.     CrossRef
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    Kazuhiro Yasuda, Daisuke Muroi, Masahiro Ohira, Hiroyasu Iwata
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    Gisele Carla dos Santos Palma, Tatiana Beline Freitas, Giordano Márcio Gatinho Bonuzzi, Marcos Antonio Arlindo Soares, Paulo Henrique Wong Leite, Natália Araújo Mazzini, Murilo Ruas Groschitz Almeida, José Eduardo Pompeu, Camila Torriani-Pasin
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    Bernadette C Tobler-Ammann, Elif Surer, Eling D de Bruin, Marco Rabuffetti, N Alberto Borghese, Renato Mainetti, Michele Pirovano, Lia Wittwer, Ruud H Knols
    JMIR Serious Games.2017; 5(3): e17.     CrossRef
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    Jet van der Kemp, Marit Dorresteijn, Antonia F. Ten Brink, Tanja C.W. Nijboer, Johanna M.A. Visser-Meily
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    Philippe Azouvi
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    Kate E Laver, Belinda Lange, Stacey George, Judith E Deutsch, Gustavo Saposnik, Maria Crotty
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    Carolee J. Winstein, Joel Stein, Ross Arena, Barbara Bates, Leora R. Cherney, Steven C. Cramer, Frank Deruyter, Janice J. Eng, Beth Fisher, Richard L. Harvey, Catherine E. Lang, Marilyn MacKay-Lyons, Kenneth J. Ottenbacher, Sue Pugh, Mathew J. Reeves, Lor
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    Wei Yang, Tao-Tao Liu, Xiao-Bin Song, Yan Zhang, Zhao-Hui Li, Zhi-Hua Cui, Qian Hao, Hong Lei Liu, Chun Ling Lei, Jun Liu
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    Michael J. Fu, Jayme S. Knutson, John Chae
    Physical Medicine and Rehabilitation Clinics of North America.2015; 26(4): 747.     CrossRef
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Rehabilitation of Drivers with Brain Injury Using Virtual Reality Based Driving Simulator.
Yang, Ho Cheol , Park, Si Woon , Jang, Soon Ja , Kim, Kyong Mi , Park, Chul Woo , Kim, Jong Hoon , Kim, Hong Chae , Yi, Sook Hee , Lee, Yong Seok
J Korean Acad Rehabil Med 2009;33(3):271-275.
Objective
To investigate the effect of driving-simulator based training for the persons with brain injury. Method: Twenty-seven brain injury patients and 19 healthy volunteers were included in this study. Driving simulator program was composed of an aptitude test (which have 4 items) and simulated road driving. The brain injury patients had 4 sessions of driving simulator training with assessment performed during the first and the last session. Healthy volunteers underwent only one driving simulator session for assessment. To evaluate subjective satisfaction in terms of training effect and the sense for the real, a survey was administered after the training. Results: In brain injury patients, there were significant improvements in both aptitude test and simulated road driving test after training (p<0.01). There were no significant differences between the scores of patients taken at the last session and the scores of healthy volunteers, while the scores of patients taken at the first session were significantly lower than those of healthy volunteers. The patients group reported positively in terms of training effect (81.5%) and the sense for the real (62.9%). Conclusion: A driving-simulator based training was effective for brain injury patients to regain driving skill. (J Korean Acad Rehab Med 2009; 33: 271-275)
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Assessment of Post-Stroke Cognitive Dysfunction Using 3-Dimensional Virtual Reality Program.
Kim, Deog Young , Joo, So Young , Park, Chang Il , Park, Tae Hun , Park, Ki Deok , Jung, Kang Jae , Lee, Jang Han
J Korean Acad Rehabil Med 2009;33(1):12-20.
Objective
To test the feasibility of newly developed 3- dimensional virtual reality (VR) program for assessing the post-stroke cognitive dysfunction. Method: Thirty five post-stroke patients and twenty normal healthy subjects were recruited in this study, and post-stroke patients were classified into three groups according to the severity of cognitive dysfunction. We developed three dimensional virtual reality program to assess the cognitive function with virtual subway environment from taking a subway to arriving at one's destination. The total score, number of success and cue were obtained during completing virtual tasks. We investigated the test-retest reliability, and the parameters of the 3-dimensional VR program were compared with Korean Mini-mental status examination. Results: All parameters of the VR program were significantly correlated with MMSE score (p<0.01), and showed the significant difference between patient subgroups and control group (p<0.05). The test-retest reliability of the VR program was significantly high (p<0.01). Conclusion: Three dimensional virtual reality program may be helpful to assess the cognitive function in patients with stroke. (J Korean Acad Rehab Med 2009; 33: 12-20)
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Effectiveness of Cognitive Training based on Virtual Reality for the Elderly.
Kim, Min Young , Lee, Ki Suk , Choi, Jin Sung , Kim, Hyun Bin , Park, Chang Il
J Korean Acad Rehabil Med 2005;29(4):424-433.
Objective
Virtual reality (VR) has been thought to have great usability to enhance cognitive functions. This study was designed to evaluate the efficacy of a VR program which was developed to improve cognition of the elderly. Method: After developing a VR program, we set special input units and a large projection type monitor for the elderly. The VR program simulated 17 different house-hold tasks. Thirty elderly persons including 9 mild-dementia and 21 none-dementia were involved and were randomly divided into two groups. Fifteen were belonged to the training group and the other 15 belonged to the control group. The training group subjects underwent this VR program for 4 weeks by 3 times a week. Cognitive function change was assess by neuropsychological test scores before and after training period. Results: In the training group, scores in attention and immediate and delayed auditory memory tests were improved after training. However the control group didn't show any changes. And most subjects of the training group enjoyed this program. Conclusion: VR based cognitive training is a useful method to enhance cognitive functions for the elderly. (J Korean Acad Rehab Med 2005; 29: 424-433)
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Assessment of Post-stroke Unilateral Neglect Using 3-Dimensional Virtual Reality Program.
Kim, Deog Young , Lee, Jang Han , Park, Chang Il , Kim, Yong Wook , Chang, Won Hyuk , Kim, In Young , Kim, Sun I , Chon, Joongson , Chang, Hyun Jung
J Korean Acad Rehabil Med 2005;29(1):1-8.
Objective
To investigate the clinical usefulness of newly developed 3-dimensional virtual reality (VR) program to assess the unilateral neglect. Method: Sixteen unilateral neglect patients and forty healthy subjects were included in this study. Forty healthy subjects were classified into two groups (control group I, II) based on the previous computer experience. This VR program was composed of two sessions, the first session was to search the midpoint of the monitor and the second session was to scan the randomized target movement. Head- mounted display and 3-dimensional position sensor were used during VR program. The unilateral neglect patients performed the line bisection test and the letter cancellation test. The corre-lations of the clinical measurements and the parameters of the 3-dimensional VR program were analyzed. Results: All parameters of the VR program in patient group were significantly different with those in control group I, II (p<0.05). Left directional parameters were significantly different with right directional parameters of the VR program in patient group (p<0.05), but not in control group I, II. The parameters of the VR program were significantly correlated with clinical measurements (p<0.05). Conclusion: The assessment of unilateral neglect using 3- dimensional virtual reality program may be clinically useful. (J Korean Acad Rehab Med 2005; 29: 1-8)
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Development and Clinical Trial of Driving Simulator with Virtual Reality.
Lee, Jae Hyuk , Kim, Jung A , Lee, Bum Suk , Lee, Ju Hyun , Kim, Byung Sik , Koo, Jung Hun , Jang, Dong Pyo , Kim, Sun Il
J Korean Acad Rehabil Med 2002;26(3):311-315.

Objective: To evaluate safely the driving ability of the handicapped with developed driving simulator in the virtual environment and to investigate clinical usefulness.

Method: A real car was remodeled for realism and equipped it with hand control device for driving of the handicapped. The subjects were 10 normal people with driving license and 15 patients with thoracic or lumbar spinal cord injury who had driving experience. 5 driving skills were measured (average speed, steering stability, centerline violation, traffic signal violation, and time taken in driving) in various road conditions. The normal participants manipulated the gas pedal and the brake by their foot while the patients did with their hands. After they finished to drive the whole course, they answered the questions ("How realistic the driving simulator seems to you" and "How much your fear reduced")

Results: 1) Four driving skills measured between two groups (normal vs. handicapped) were not significantly different (p>0.05). 2) In 4 kinds (start road, speed limit road, sharp curve road and left turn) of the road conditions, the average speed of the patients group was significantly different from the normal group (p<0.05). 3) Eleven patients (73%) reported that their driving fear was reduced and the score of "how realistic" question was 51.5% in average.

Conclusion: This developed driving simulator will be able to be used for one of the programs for evaluating and training the driving skill of the handicapped and need to enhance the reality of driving simulator. (J Korean Acad Rehab Med 2002; 26: 311-315)

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Analysis of Upper Extremity Motion during Drinking Using Virtual Reality Motion Analysis System(VRMAS).
Yang, Seung Han , Rhee, Won Ihl , Son, Seong Gon , Kwon, Soon Yong , Kim, Min Gi
J Korean Acad Rehabil Med 1998;22(1):204-209.

Currently the evaluations of upper extremity motion have relied on a task-oriented approach to gain an accurate clinical picture of the functional capacities. As it is, an adequate and objective system to estimate upper extremity function is yet to be developed.

Authors used the virtual reality motion analysis system(VRMAS) which was developed by us for the purpose of investigating the kinematics of upper extremity motion during drinking a cup of water. Four healthy male adult subjects were recruited from the hospital personnels. After each subject sat down on a chair resting against the backrest in a neutral position, in front of a table he was instructed to drink the content of the cup from the table.

The data was analized and showed the following results. While drinking, the hand movements were smooth and linear. There were six distinct stages during drinking a cup of water; a reaching for the cup(stage 1), picking up the cup and carrying the cup to the mouth(stage 2), extending neck and drinking from the cup(stage 3), flexing neck(stage 4), replacing the cup to the table(stage 5), and returning to the start position(stage 6). During the stage 1 and 2, of all joint motions, the shoulder adduction and elbow flexion were most prominent. The stage 3 showed the most complex movements in shoulder flexion, forearm pronation, and wrist extension which were simultaneous. Remaining stages were the reversal of the first three stages. We could observe the ranges of motion of neck, shoulder, elbow, and wrist joint as well as the relationships of these joints at the same time.

In conclusion, VRMAS could be a very useful evaluation tool for the upper extremity motion and for obtaining the kinematic data from the upper extremity motion analysis.

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Quantitative Analysis of Isotonic Exercise Using Virtual Reality Motion Analysis System(VRMAS).
Yang, Seung Han , Rhee, Won Ihl , Kwon, Soon Yong , Lee, Jong In , Kim, Min Gi
J Korean Acad Rehabil Med 1997;21(2):421-428.

Isotonic exercise occurs when the tension or torque generated by a muscle is constant throughout the movement. In practice it is very difficult to maintain the tension constant. Evaluation of isotonic exercise should include the works of concentric and eccentric contraction and the changes in tension and torque during joint motion. However, optimal evaluation tools for isotonic exercise has yet to be developed.

We authors, used virtual reality motion analysis system(VRMAS) which was codeveloped by us and EMG system(Cardwell Excel). Healthy male adult subjects(n=10) were recruited from hospital personnel. After dominant upper arm and trunk of each subject was fixed with velcro, he was instructed to repeat flexion and extension of his dominant elbow grasping dumbell (9 kg) in hand with maximal velocity as possible as can until the point of exhaustion. We measured the elbow angle, the angular velocity, torque, power, total work and the work of concentric and eccentric contraction during exercise.

The results were as follows: there were four distinct elbow flexor muscle contractions during flexion and extension of the elbow with the first and the second contractions during concentric contraction and the third and the fourth contractions during eccentric contraction. Between the peaks of contraction, motion was maintained due to the momentum that was generated. Of the ten subjects, seven had higher concentric work than eccentric work with the eccentric work being higher in the remaining three. But there was no statistic significance between the works of concentric contraction and eccentric contraction(p>0.05). The biggest work was observed in the fourth contraction, while the third contraction showed the least work(p<0.05).

In conclusion, there were four distinct muscle contractions during elbow isotonic exercise and the works of each muscle contraction were different. This result is contrary to the definition of isotonic exercise. This study also shows that the VRMAS could be a very useful evaluation tool for several types of isotonic exercise.

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