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      Revisión sobre la aplicación de la realidad virtual en la rehabilitación vestibular Translated title: Review on the application of virtual reality to vestibular rehabilitation

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          Abstract

          RESUMEN Introducción y objetivos: Las nuevas tecnologías nos conceden nuevas fórmulas para analizar y modificar la relación del sujeto con el medio. La realidad virtual sería su máxima expresión. Explicaremos los fundamentos básicos que se aplican en estas tecnologías, las cuales poseen muchos elementos en común con la organización de nuestro sentido del equilibrio. Material y métodos: Revisión narrativa. Resultados: Expondremos las características técnicas y los mecanismos de compensación aplicados en los dispositivos de rehabilitación vestibular. Revisaremos algunos estudios que analizan las ventajas e inconvenientes de la realidad virtual frente a la terapia física convencional. Conclusiones: Los sistemas de seguimiento ocular, postural o de giro cefálico aplicados a la realidad virtual, pueden emplearse en el desarrollo de dispositivos diagnósticos o de rehabilitación vestibular. Se necesitas más estudios que comparen su eficacia respecto a la terapia física tradicional.

          Translated abstract

          ABSTRACT Introduction: New technologies grant us new formulas to analyze and modify the subject's relationship with the environment. Virtual reality would be its maximum expression. We will explain the basic foundations that are applied in these technologies, which have many elements in common with the organization of our sense of balance. Material and methods: Narrative review. Results: We will present the technical characteristics and compensation mechanisms applied in vestibular rehabilitation devices. We will review some studies that analyze the advantages and disadvantages of virtual reality compared to conventional physical therapy. Conclusions: The ocular, postural or head turn monitoring systems applied to virtual reality can be used in the development of diagnostic or vestibular rehabilitation devices. More studies are needed that compare their effectiveness with respect to traditional physical therapy.

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          Most cited references27

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          Virtual reality sickness questionnaire (VRSQ): Motion sickness measurement index in a virtual reality environment

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            Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine

            Abstract Is virtual reality (VR) already a reality in behavioral health? To answer this question, a meta-review was conducted to assess the meta-analyses and systematic and narrative reviews published in this field in the last twenty-two months. Twenty-five different articles demonstrated the clinical potential of this technology in both the diagnosis and the treatment of mental health disorders: VR compares favorably to existing treatments in anxiety disorders, eating and weight disorders, and pain management, with long-term effects that generalize to the real world. But why is VR so effective? Here, the following answer is suggested: VR shares with the brain the same basic mechanism: embodied simulations. According to neuroscience, to regulate and control the body in the world effectively, the brain creates an embodied simulation of the body in the world used to represent and predict actions, concepts, and emotions. VR works in a similar way: the VR experience tries to predict the sensory consequences of an individual's movements, providing to him/her the same scene he/she will see in the real world. To achieve this, the VR system, like the brain, maintains a model (simulation) of the body and the space around it. If the presence in the body is the outcome of different embodied simulations, concepts are embodied simulations, and VR is an embodied technology, this suggests a new clinical approach discussed in this article: the possibility of altering the experience of the body and facilitating cognitive modeling/change by designing targeted virtual environments able to simulate both the external and the internal world/body.
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              Validity of the Microsoft Kinect for assessment of postural control.

              Clinically feasible methods of assessing postural control such as timed standing balance and functional reach tests provide important information, however, they cannot accurately quantify specific postural control mechanisms. The Microsoft Kinect™ system provides real-time anatomical landmark position data in three dimensions (3D), and given that it is inexpensive, portable and simple to setup it may bridge this gap. This study assessed the concurrent validity of the Microsoft Kinect™ against a benchmark reference, a multiple-camera 3D motion analysis system, in 20 healthy subjects during three postural control tests: (i) forward reach, (ii) lateral reach, and (iii) single-leg eyes-closed standing balance. For the reach tests, the outcome measures consisted of distance reached and trunk flexion angle in the sagittal (forward reach) and coronal (lateral reach) planes. For the standing balance test the range and deviation of movement in the anatomical landmark positions for the sternum, pelvis, knee and ankle and the lateral and anterior trunk flexion angle were assessed. The Microsoft Kinect™ and 3D motion analysis systems had comparable inter-trial reliability (ICC difference=0.06±0.05; range, 0.00-0.16) and excellent concurrent validity, with Pearson's r-values >0.90 for the majority of measurements (r=0.96±0.04; range, 0.84-0.99). However, ordinary least products analyses demonstrated proportional biases for some outcome measures associated with the pelvis and sternum. These findings suggest that the Microsoft Kinect™ can validly assess kinematic strategies of postural control. Given the potential benefits it could therefore become a useful tool for assessing postural control in the clinical setting. Copyright © 2012 Elsevier B.V. All rights reserved.
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                Author and article information

                Journal
                orl
                Revista ORL
                Rev. ORL
                Ediciones Universidad de Salamanca (Salamanca, Salamanca, Spain )
                2444-7986
                March 2020
                : 11
                : 1
                : 97-106
                Affiliations
                [1] Palencia orgnameSACYL orgdiv1Complejo Asistencial Universitario de Palencia orgdiv2Servicio de Otorrinolaringología España
                Article
                S2444-79862020000100010 S2444-7986(20)01100100010
                10.14201/orl.21215
                f5a46b34-148d-460f-9dc2-61a43295fa45

                This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

                History
                : 27 July 2019
                : 08 August 2019
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 29, Pages: 10
                Product

                SciELO Spain

                Categories
                Artículo de revisión

                virtual reality,eye movements,head movements,vestibular function tests,vestibular diseases,realidad virtual,movimientos oculares,movimientos cefálicos,pruebas vestibulares,trastornos vestibulares

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