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"Virtual reality exposure therapy"

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"Virtual reality exposure therapy"

Original Articles
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
  • Targeted Brain Rehabilitation: Development, Feasibility, and Usability of a Novel Virtual Reality System for Phantom Limb Pain Management and Amputee Rehabilitation
    Ryan P. Serbin, James T. Frix, Ethan Bowmar, Kyle Johnsen, Marcie Siebert, Grace Ahn, Bryan J. Loeffler, R. Glenn Gaston
    The Journal of Hand Surgery.2025; 50(12): 1445.     CrossRef
  • The use of digital avatars to improve virtual rehabilitation health outcomes amongst adults with health conditions: a scoping review
    Fateme Pourghasem, Tracey J.F Colella, Urvashy Gopaul, Melanie Anderson, Ahmed Ashraf, Shehroz S. Khan
    Disability and Rehabilitation.2025; : 1.     CrossRef
  • If the avatar lags, it is not my own: Readiness potential as an objective biomarker of embodiment in virtual reality
    Alessandro Piedimonte, Valeria Volpino, Andrea Bottino, Francesco Strada, Fabio Cielo, Francesco Campaci, Giorgia Cecconato, Elisa Carlino
    Computers in Human Behavior Reports.2025; 20: 100865.     CrossRef
  • Motor Imagery for Post-Stroke Upper Limb Recovery: A Meta-Analysis of RCTs on Fugl-Meyer Upper Extremity Scores
    Luis Polo-Ferrero, Javier Torres-Alonso, Juan Luis Sánchez-González, Sara Hernández-Rubia, Rubén Pérez-Elvira, Javier Oltra-Cucarella
    Journal of Clinical Medicine.2025; 14(21): 7891.     CrossRef
  • Effect of tDCS Concurrent With VR‐Based Robotic Intervention on Hemiplegic Upper Limb Function After Subacute Ischemic Stroke: A Randomized Controlled Study
    Chuan Guo, Ayan Geng, Youxin Sui, Shizhe Zhu, Qinglei Wang, Chaojie Kan, Sheng Xu, Ren Zhuang, Tong Wang, Ying Shen, Xiaofu He
    Neural Plasticity.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
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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.

Citations

Citations to this article as recorded by  
  • Video Game Therapy in a Neurosciences Critical Care Unit: A Pilot Study
    Megan Ziegler, Sowmya Kumble, Elizabeth K. Zink, Nozomi Tahara, Isha Vora, Robert D. Stevens, Mona N. Bahouth
    American Journal of Critical Care.2025; 34(1): 60.     CrossRef
  • Virtual Reality Therapy for Upper Limb Motor Impairments in Patients With Stroke: A Systematic Review and Meta‐Analysis
    Rebeca Villarroel, Bárbara Rachel García‐Ramos, José Luis González‐Mora, Cristián Modroño
    Physiotherapy Research International.2025;[Epub]     CrossRef
  • Effects of virtual reality with different modalities on upper limb recovery: a systematic review and network meta-analysis on optimizing stroke rehabilitation
    Jiali Zhang, Mingxiu Liu, Junlin Yue, Jinmei Yang, Yan Xiao, Jie Yang, Enli Cai
    Frontiers in Neurology.2025;[Epub]     CrossRef
  • Effect of virtual reality-based upper limb training on activity of daily living and quality of life among stroke survivors: a systematic review and meta-analysis
    Diriba Dereje Olana, Teklu Gemechu Abessa, Dheeraj Lamba, Lisa Tedesco Triccas, Bruno Bonnechere
    Journal of NeuroEngineering and Rehabilitation.2025;[Epub]     CrossRef
  • Effects of game-based rehabilitation on upper limb motor function following acute and sub-acute stroke: a systematic review, meta-analyses, and GRADE evidence synthesis
    A. Sulfikar Ali, Ashokan Arumugam, Sanjana Gururaj, Sanjukta Sardesai, D. Senthil Kumaran
    Virtual Reality.2025;[Epub]     CrossRef
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    Chen Wang, Min Liu
    Journal of Medical Internet Research.2025; 27: e73687.     CrossRef
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    Kate E Laver, Belinda Lange, Stacey George, Judith E Deutsch, Gustavo Saposnik, Madison Chapman, Maria Crotty
    Cochrane Database of Systematic Reviews.2025;[Epub]     CrossRef
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    Minkai Wang, Jingdong Zhu, Wei Qian, Hanjie Gu
    Entertainment Computing.2025; 55: 101011.     CrossRef
  • Aperiodic brain activity changes in patients with stroke following virtual reality-based upper limb robotic rehabilitation: a pilot Randomized Controlled Trial
    Maria Cristina Mauro, Alessio Fasano, Marco Germanotta, Laura Cortellini, Sabina Insalaco, Arianna Pavan, Angela Comanducci, Eugenio Guglielmelli, Irene Giovanna Aprile
    Frontiers in Human Neuroscience.2025;[Epub]     CrossRef
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    Chaoran Gao, Yuan Chen, Yixin Wei, Yitong Qiu, Huiyan Song, Chenfan Gui, Qiang Gao
    Journal of Medical Internet Research.2025; 27: e73142.     CrossRef
  • GAMETHERAPY EFFECTS ON PATIENT REHABILITATION AT A BURNS INTENSIVE CARE UNIT: A PILOT STUDY
    Fernanda Araújo Felipe Calixto, Fernanda Oliveira De Carvalho, Jessica Paloma Rosa de Souza Silva, Manoel Jakson de Souza Silva, Paulo Vinícius Paes Lima, Adriano Antunes de Souza Araújo, Paula Santos Nunes
    ARACÊ .2025; 7(10): e8952.     CrossRef
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    Emanuel A. Lorenz, Andreas Bråten Støen, Magnus Lie Fridheim, Ole Andreas Alsos
    Frontiers in Virtual Reality.2024;[Epub]     CrossRef
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    Faisal Amin, Asim Waris, Sania Syed, Imran Amjad, Muhammad Umar, Javaid Iqbal, Syed Omer Gilani
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    Neurological Sciences.2023; 44(8): 2679.     CrossRef
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    Frontiers in Neurology.2023;[Epub]     CrossRef
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    Hee-Tae Jung, Taiwoo Park, Narges MAhyar, Sungji Park, Taekyeong Ryu, Yangsoo Kim, Sunghoon Ivan Lee
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    Hyeok-Jun Kang, Sang-Ryul Kim, Jeong-Heon Kim, Dae-Heon Song, Ji-Eun Yang, Mi-Ran Chu, Hyun-Min Lee
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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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