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      Movement visualisation in virtual reality rehabilitation of the lower limb: a systematic review.

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          Abstract

          Virtual reality (VR) based applications play an increasing role in motor rehabilitation. They provide an interactive and individualized environment in addition to increased motivation during motor tasks as well as facilitating motor learning through multimodal sensory information. Several previous studies have shown positive effect of VR-based treatments for lower extremity motor rehabilitation in neurological conditions, but the characteristics of these VR applications have not been systematically investigated. The visual information on the user's movement in the virtual environment, also called movement visualisation (MV), is a key element of VR-based rehabilitation interventions. The present review proposes categorization of Movement Visualisations of VR-based rehabilitation therapy for neurological conditions and also summarises current research in lower limb application.

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          Most cited references49

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          Virtual environments for motor rehabilitation: review.

          In this paper, the current "state of the art" for virtual reality (VR) applications in the field of motor rehabilitation is reviewed. The paper begins with a brief overview of available equipment options. Next, a discussion of the scientific rationale for use of VR in motor rehabilitation is provided. Finally, the major portion of the paper describes the various VR systems that have been developed for use with patients, and the results of clinical studies reported to date in the literature. Areas covered include stroke rehabilitation (upper and lower extremity training, spatial and perceptual-motor training), acquired brain injury, Parkinson's disease, orthopedic rehabilitation, balance training, wheelchair mobility and functional activities of daily living training, and the newly developing field of telerehabilitation. Four major findings emerge from these studies: (1) people with disabilities appear capable of motor learning within virtual environments; (2) movements learned by people with disabilities in VR transfer to real world equivalent motor tasks in most cases, and in some cases even generalize to other untrained tasks; (3) in the few studies (n = 5) that have compared motor learning in real versus virtual environments, some advantage for VR training has been found in all cases; and (4) no occurrences of cybersickness in impaired populations have been reported to date in experiments where VR has been used to train motor abilities.
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            Optic flow is used to control human walking.

            How is human locomotion visually controlled? Fifty years ago, it was proposed that we steer to a goal using optic flow, the pattern of motion at the eye that specifies the direction of locomotion. However, we might also simply walk in the perceived direction of a goal. These two hypotheses normally predict the same behavior, but we tested them in an immersive virtual environment by displacing the optic flow from the direction of walking, violating the laws of optics. We found that people walked in the visual direction of a lone target, but increasingly relied on optic flow as it was added to the display. The visual control law for steering toward a goal is a linear combination of these two variables weighted by the magnitude of flow, thereby allowing humans to have robust locomotor control under varying environmental conditions.
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              Visually controlled locomotion and visual orientation in animals.

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                Author and article information

                Journal
                Biomed Eng Online
                Biomedical engineering online
                Springer Nature
                1475-925X
                1475-925X
                Dec 19 2016
                : 15
                : Suppl 3
                Affiliations
                [1 ] Rehabilitation Robotics Group (TU Berlin/ Fraunhofer IPK), Department of Industrial Automation Technology, Technische Universität Berlin, Pascalstr. 8-9, 10587, Berlin, Germany. luara.santos@iwf.tu-berlin.de.
                [2 ] DFG Research Training Group Prometei, Technische Universität Berlin, Marchstr. 23, 10587, Berlin, Germany. luara.santos@iwf.tu-berlin.de.
                [3 ] Institute Humans in Complex Systems, School of Applied Psychology, University of Applied Sciences and Arts Nortwestern Switzerland, Riggenbachstrasse 16, Olten, Switzerland.
                [4 ] School of Physical and Occupational Therapy, McGill University, 3654 Promenade Sir William Osler Montreal, Quebec, H3G 1Y5, Canada.
                [5 ] Rehabilitation Robotics Group (Fraunhofer IPK/ TU Berlin), Department of Automation Technology, Fraunhofer Institute for Production Systems and Design Technology (IPK), Pascalstr. 8-9, 10587, Berlin, Germany.
                [6 ] Rehabilitation Robotics Group (TU Berlin/ Fraunhofer IPK), Department of Industrial Automation Technology, Technische Universität Berlin, Pascalstr. 8-9, 10587, Berlin, Germany.
                [7 ] Department of Neurological Rehabilitation, MEDIAN Klinik Berlin-Kladow, Kladower Damm 223, 14089, Berlin, Germany.
                [8 ] Center for Stroke Research Berlin, Charité-University Medicine Berlin, Charitéplatz 1, 10117, Berlin, Germany.
                Article
                10.1186/s12938-016-0289-4
                10.1186/s12938-016-0289-4
                5249036
                28105952
                8d578c25-019d-4e71-bbc5-5150b8a8ba64
                History

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