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A systematic review

Virtual-reality-based techniques for human exercises and health improvement

Datos Bibliográficos

ID22066705
AutoresSaba Ghazanfar Ali, Xiangning Wang (0000-0003-2608-9026), Ping Li (0000-0002-0813-0980), Younhyun Jung, Lei Bi (0000-0002-2951-0966), Jinman Kim (0000-0001-5960-1060), Yuting Chen (0000-0002-0262-9721), David Dagan Feng, Nadia Magnenat Thalmann (0000-0002-3897-4041), Jihong Wang (0000-0001-6965-7949), Bin Sheng (0000-0001-8678-2784)
Año2023
Volumen11
Fecha de publicación2023-03-23
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaFrontiers in Public Health (JOURNAL)
Identificadores de la revistaISSN: 2296-2565 • E-ISSN: 2296-2565
EditorialFrontiers Media SA (PUBLISHER • CH)
DOI10.3389/fpubh.2023.1143947
IdiomaEN
Citas recibidas2
Referencias citadas111

Virtual Reality (VR) has emerged as a new safe and efficient tool for the rehabilitation of many childhood and adulthood illnesses. VR-based therapies have the potential to improve both motor and functional skills in a wide range of age groups through cortical reorganization and the activation of various neuronal connections. Recently, the potential for using serious VR-based games that combine perceptual learning and dichoptic stimulation has been explored for the rehabilitation of ophthalmological and neurological disorders. In ophthalmology, several clinical studies have demonstrated the ability to use VR training to enhance stereopsis, contrast sensitivity, and visual acuity. The use of VR technology provides a significant advantage in training each eye individually without requiring occlusion or penalty. In neurological disorders, the majority of patients undergo recurrent episodes (relapses) of neurological impairment, however, in a few cases (60–80%), the illness progresses over time and becomes chronic, consequential in cumulated motor disability and cognitive deficits. Current research on memory restoration has been spurred by theories about brain plasticity and findings concerning the nervous system's capacity to reconstruct cellular synapses as a result of interaction with enriched environments. Therefore, the use of VR training can play an important role in the improvement of cognitive function and motor disability. Although there are several reviews in the community employing relevant Artificial Intelligence in healthcare, VR has not yet been thoroughly examined in this regard. In this systematic review, we examine the key ideas of VR-based training for prevention and control measurements in ocular diseases such as Myopia, Amblyopia, Presbyopia, and Age-related Macular Degeneration (AMD), and neurological disorders such as Alzheimer, Multiple Sclerosis (MS) Epilepsy and Autism spectrum disorder. This review highlights the fundamentals of VR technologies regarding their clinical research in healthcare. Moreover, these findings will raise community awareness of using VR training and help researchers to learn new techniques to prevent and cure different diseases. We further discuss the current challenges of using VR devices, as well as the future prospects of human training

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Obras citantes distintas2
Citas por año0,67
Intervalo de citas2023 - 2026 (4)
Velocidad de citacióncurrent
Altamente citadoNo
Tipos de citaNeutras: 1
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