The Use of the Term Virtual Reality in Post-Stroke Rehabilitation: A Scoping Review and Commentary
Virtual reality (VR) offers many opportunities for post-stroke rehabilitation. However, “VR” can refer to several types of computer-based rehabilitation systems. Since these systems may impact the feasibility and the efficacy of VR interventions, consistent terminology is important. In this study, w...
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Veröffentlicht in: | Psychologica Belgica 2021-06, Vol.61 (1), p.145-162 |
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description | Virtual reality (VR) offers many opportunities for post-stroke rehabilitation. However, “VR” can refer to several types of computer-based rehabilitation systems. Since these systems may impact the feasibility and the efficacy of VR interventions, consistent terminology is important. In this study, we aimed to optimize the terminology for VR-based post-stroke rehabilitation by assessing whether and how review papers on this topic defined VR and what types of mixed reality systems were discussed. In addition, this review can inspire the use of consistent terminology for other researchers working with VR. We assessed the use of the term VR in review papers on post-stroke rehabilitation extracted from Scopus, Web of Science and PubMed. We also developed a taxonomy distinguishing 16 mixed reality systems based on three factors: immersive versus semi-immersive displays, the way in which real and virtual information is mixed, and the main input device. 64% of the included review papers (N = 121) explicitly defined VR and 33% of them described different subtypes of VR, with immersive and non-immersive VR as the most common distinction. The most frequently discussed input devices were motion-capture cameras and handheld devices, while regular 2D monitors were the most frequently mentioned output devices. Our analysis revealed that reviews on post-stroke VR rehabilitation did not or only broadly defined “VR” and did not focus on a specific system. Since the efficacy and feasibility of rehabilitation may depend on the specific system, we propose a new data-driven taxonomy to distinguish different systems, which is expected to facilitate communication amongst researchers and clinicians working with virtual reality. |
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We also developed a taxonomy distinguishing 16 mixed reality systems based on three factors: immersive versus semi-immersive displays, the way in which real and virtual information is mixed, and the main input device. 64% of the included review papers (N = 121) explicitly defined VR and 33% of them described different subtypes of VR, with immersive and non-immersive VR as the most common distinction. The most frequently discussed input devices were motion-capture cameras and handheld devices, while regular 2D monitors were the most frequently mentioned output devices. Our analysis revealed that reviews on post-stroke VR rehabilitation did not or only broadly defined “VR” and did not focus on a specific system. Since the efficacy and feasibility of rehabilitation may depend on the specific system, we propose a new data-driven taxonomy to distinguish different systems, which is expected to facilitate communication amongst researchers and clinicians working with virtual reality.</description><identifier>ISSN: 0033-2879</identifier><identifier>EISSN: 2054-670X</identifier><identifier>DOI: 10.5334/pb.1033</identifier><identifier>PMID: 34131490</identifier><language>eng</language><publisher>Ubiquity Press</publisher><subject>neurorehabilitation ; rehabilitation ; review ; stroke ; Theoretical-Review ; virtual reality</subject><ispartof>Psychologica Belgica, 2021-06, Vol.61 (1), p.145-162</ispartof><rights>Copyright: © 2021 The Author(s) 2021</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c479t-e7c68ae949f95d546c6996bcf15d2ee40e8da585dc6899ad3d7e7e90a50152583</citedby><cites>FETCH-LOGICAL-c479t-e7c68ae949f95d546c6996bcf15d2ee40e8da585dc6899ad3d7e7e90a50152583</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC8176935/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC8176935/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,314,725,778,782,862,883,27907,27908,53774,53776</link.rule.ids></links><search><creatorcontrib>Huygelier, Hanne</creatorcontrib><creatorcontrib>Mattheus, Emily</creatorcontrib><creatorcontrib>Vanden Abeele, Vero</creatorcontrib><creatorcontrib>Van Ee, Raymond</creatorcontrib><creatorcontrib>Gillebert, Céline R.</creatorcontrib><title>The Use of the Term Virtual Reality in Post-Stroke Rehabilitation: A Scoping Review and Commentary</title><title>Psychologica Belgica</title><description>Virtual reality (VR) offers many opportunities for post-stroke rehabilitation. However, “VR” can refer to several types of computer-based rehabilitation systems. Since these systems may impact the feasibility and the efficacy of VR interventions, consistent terminology is important. In this study, we aimed to optimize the terminology for VR-based post-stroke rehabilitation by assessing whether and how review papers on this topic defined VR and what types of mixed reality systems were discussed. In addition, this review can inspire the use of consistent terminology for other researchers working with VR. We assessed the use of the term VR in review papers on post-stroke rehabilitation extracted from Scopus, Web of Science and PubMed. We also developed a taxonomy distinguishing 16 mixed reality systems based on three factors: immersive versus semi-immersive displays, the way in which real and virtual information is mixed, and the main input device. 64% of the included review papers (N = 121) explicitly defined VR and 33% of them described different subtypes of VR, with immersive and non-immersive VR as the most common distinction. The most frequently discussed input devices were motion-capture cameras and handheld devices, while regular 2D monitors were the most frequently mentioned output devices. Our analysis revealed that reviews on post-stroke VR rehabilitation did not or only broadly defined “VR” and did not focus on a specific system. Since the efficacy and feasibility of rehabilitation may depend on the specific system, we propose a new data-driven taxonomy to distinguish different systems, which is expected to facilitate communication amongst researchers and clinicians working with virtual reality.</description><subject>neurorehabilitation</subject><subject>rehabilitation</subject><subject>review</subject><subject>stroke</subject><subject>Theoretical-Review</subject><subject>virtual reality</subject><issn>0033-2879</issn><issn>2054-670X</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>DOA</sourceid><recordid>eNpVkUFr3DAQhUVISbZp6V_QLSdvJUuypBwCYUnbQKCl2ZTexNga7yq1LSMrKfn3VbqlkJNG70nfMPMI-cDZWgkhP87tmjMhjsiqZkpWjWY_j8mKFamqjban5O2yPJSrFcyekFMhueDSshVpt3uk9wvS2NNcyi2mkf4IKT_CQL8jDCE_0zDRb3HJ1V1O8RcWeQ9tKA7kEKcLekXvujiHaVecp4C_KUyebuI44pQhPb8jb3oYFnz_7zwj95-ut5sv1e3Xzzebq9uqk9rmCnXXGEArbW-VV7LpGmubtuu58jWiZGg8KKN8eWYteOE1arQMFOOqVkackZsD10d4cHMKY2nuIgT3V4hp5yDl0A3oChoY1AqwQanRmLIY03NoOLBeK1tYlwfW_NiO6LsySYLhFfS1M4W928UnZ7hurFAFcH4AdCkuS8L-_1_O3Etkbm7dS2TiD-N5iF0</recordid><startdate>20210603</startdate><enddate>20210603</enddate><creator>Huygelier, Hanne</creator><creator>Mattheus, Emily</creator><creator>Vanden Abeele, Vero</creator><creator>Van Ee, Raymond</creator><creator>Gillebert, Céline R.</creator><general>Ubiquity Press</general><scope>AAYXX</scope><scope>CITATION</scope><scope>5PM</scope><scope>DOA</scope></search><sort><creationdate>20210603</creationdate><title>The Use of the Term Virtual Reality in Post-Stroke Rehabilitation: A Scoping Review and Commentary</title><author>Huygelier, Hanne ; Mattheus, Emily ; Vanden Abeele, Vero ; Van Ee, Raymond ; Gillebert, Céline R.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c479t-e7c68ae949f95d546c6996bcf15d2ee40e8da585dc6899ad3d7e7e90a50152583</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>neurorehabilitation</topic><topic>rehabilitation</topic><topic>review</topic><topic>stroke</topic><topic>Theoretical-Review</topic><topic>virtual reality</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Huygelier, Hanne</creatorcontrib><creatorcontrib>Mattheus, Emily</creatorcontrib><creatorcontrib>Vanden Abeele, Vero</creatorcontrib><creatorcontrib>Van Ee, Raymond</creatorcontrib><creatorcontrib>Gillebert, Céline R.</creatorcontrib><collection>CrossRef</collection><collection>PubMed Central (Full Participant titles)</collection><collection>DOAJ Directory of Open Access Journals</collection><jtitle>Psychologica Belgica</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Huygelier, Hanne</au><au>Mattheus, Emily</au><au>Vanden Abeele, Vero</au><au>Van Ee, Raymond</au><au>Gillebert, Céline R.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>The Use of the Term Virtual Reality in Post-Stroke Rehabilitation: A Scoping Review and Commentary</atitle><jtitle>Psychologica Belgica</jtitle><date>2021-06-03</date><risdate>2021</risdate><volume>61</volume><issue>1</issue><spage>145</spage><epage>162</epage><pages>145-162</pages><issn>0033-2879</issn><eissn>2054-670X</eissn><abstract>Virtual reality (VR) offers many opportunities for post-stroke rehabilitation. However, “VR” can refer to several types of computer-based rehabilitation systems. Since these systems may impact the feasibility and the efficacy of VR interventions, consistent terminology is important. In this study, we aimed to optimize the terminology for VR-based post-stroke rehabilitation by assessing whether and how review papers on this topic defined VR and what types of mixed reality systems were discussed. In addition, this review can inspire the use of consistent terminology for other researchers working with VR. We assessed the use of the term VR in review papers on post-stroke rehabilitation extracted from Scopus, Web of Science and PubMed. We also developed a taxonomy distinguishing 16 mixed reality systems based on three factors: immersive versus semi-immersive displays, the way in which real and virtual information is mixed, and the main input device. 64% of the included review papers (N = 121) explicitly defined VR and 33% of them described different subtypes of VR, with immersive and non-immersive VR as the most common distinction. The most frequently discussed input devices were motion-capture cameras and handheld devices, while regular 2D monitors were the most frequently mentioned output devices. Our analysis revealed that reviews on post-stroke VR rehabilitation did not or only broadly defined “VR” and did not focus on a specific system. Since the efficacy and feasibility of rehabilitation may depend on the specific system, we propose a new data-driven taxonomy to distinguish different systems, which is expected to facilitate communication amongst researchers and clinicians working with virtual reality.</abstract><pub>Ubiquity Press</pub><pmid>34131490</pmid><doi>10.5334/pb.1033</doi><tpages>18</tpages><oa>free_for_read</oa></addata></record> |
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subjects | neurorehabilitation rehabilitation review stroke Theoretical-Review virtual reality |
title | The Use of the Term Virtual Reality in Post-Stroke Rehabilitation: A Scoping Review and Commentary |
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