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Upper Extremity Rehabilitation using Virtual Reality after Stroke

Brain & NeuroRehabilitation 2014³â 7±Ç 1È£ p.30 ~ p.38

±¸Á¤ÈÆ(Ku Jeong-Hun) - °è¸í´ëÇб³ Àǰú´ëÇÐ ÀÇ¿ë°øÇаú
ÀÓÇüÁØ(Im Hyung-Jun) - À»Áö´ëÇб³ Àǰú´ëÇÐ À»Áöº´¿ø ÀçȰÀÇÇб³½Ç
°­À±ÁÖ(Kang Youn-Joo) - À»Áö´ëÇб³ Àǰú´ëÇÐ À»Áöº´¿ø ÀçȰÀÇÇб³½Ç

Abstract

There is limited evidence regarding the use of virtual reality (VR) and interactive video gaming forimproving arm function because there are few such commercial devices and little relevant research.However, evidence of the greater effectiveness of upper extremity VR training over that of conventionaltherapy after stroke has recently grown due to the adoption of various therapeutic devices. VRapplications are novel and potent technologies for upper extremity rehabilitation after stroke becausethe interface technologies, augmented reality technologies, and various sensorimotor feedback techniquesare rapidly advancing. Going forward, VR technology should be designed to provide the possibility ofintense functional repetitive practice for patients. The combination of VR with robotic devices,neuromodulation, mirror therapy, and telerehabilitation may synergistically improve upper extremityfunction after stroke. In severely injured patients, robotic interfaces should be considered, the level ofdifficulty should be fitted appropriately to the severity of the deficits, and the fact that it is difficult totrain patients repeatedly and effectively in a real-world environment should be considered. Furtherresearch should be conducted on the application of VR programs in larger populations, VR involvingvarious training paradigms, VR at different exercise levels, and the long-term sustained effects of VR.In addition, synergistically enhanced effects of combining other treatments and feedback paradigms withwell-designed interfaces should be investigated.

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virtual reality, rehabilitation, upper extremity, stroke
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