Virtual Reality for Stroke Rehabilitation
By K. Laver, Belinda Lange, Stacey George, J. Deutsch, Gustavo Saposnik, M. Crotty. Cochrane Database of Systematic Reviews, 2012
1,666 citations recorded by the source corpus.
Subfields: Pharmacology, Rehabilitation, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/58779eda652039ad0c7bbfd7d25f1e6abd2e1a67
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Qining Wang
- Qicheng Ding
- Yao Sun
- Ninghua Wang
- Kunlin Wei
- Konrad Paul Kording
- Ian H. Stevenson
- Daniel A. Braun
Citations in the corpus
- Motion games improve balance control in stroke survivors: A preliminary study based on the principle of constraint-induced movement therapy (2013, background): “These initial results suggest that manipulating control gains during VR rehabilitation may allow the principles of CIMT to be applied during balance training in stroke survivors.”
- A systematic review of the application of interactive virtual reality to sport (2017, neutral): “The search yielded systematic reviews on VR in physical rehabilitation (e.g., Laver et al. 2015), VR in psychological interventions (e.g., Meyerbröker and Emmelkamp 2010), and the use of exergames or active videogames (e.g., Guy et al. 2011; Larsen et al. 2013; Peng et al. 2013).”
- Virtual and Augmented Reality Applications in Medicine: Analysis of the Scientific Literature (2020, neutral): “Immersion, presence, and interaction are 3 essential characteristics of VR and AR [2,4].”